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Nutritious

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Everything posted by Nutritious

  1. I'm gonna end up echoing some statements above, but Larry and Kris hit a lot of the point I was planning on making. The intro idea works in theory, but execution here felt a bit lacking. The actual music feels too marginalized and washed-out by the noise and sfx. It's so distant, it sounds like the track isn't properly mastered until the beat kicks in around :31. Brief watery breakdown at 1:51 felt a bit out of place, but was gone pretty quick. Transition at 2:55 though felt totally non-sequitur to the part preceding it. If you could smooth out the transition to link the two sections better, it would help the listener make the mental leap along with you. Based on OCR arrangement standards, the amount of direct audio sampling is problematic here as it makes up a lot of the source connection present. Standards aside, this is a solidly produced track and a cool tribute to the original. NO
  2. Yeah, gonna echo the comments on production here. Despite trying to be energetic, all of the elements are just kind of melding together somewhat distantly in the soundfield. Nothing really is able to cut through the mix, making the mix as a whole sound dull (lack of clarity, not "boring"). Drums lacked any sort of punch to them that would be a staple of the DnB genre. The counter melody sounded off-key with respect to the rest of the track, so not sure that's gonna work here. Arrangement sounds pretty conservative with some liberties taken in the rhythm and backing work. Would really like to hear more variety in the writing here as we really get a lot of that detuned backing synth pattern. Solid for a first try, but quite a ways to go on reaching the bar. Good luck to you and keep at it. NO
  3. The yin-yang of the Ansari brothers on perfect display
  4. Yup, pretty much in agreement with Gario here. Arrangement is very much on the conservative side and we're looking for more personalization in arrangement. Also, some elements weren't quite clicking production-wise. The piano tone is sounds tiny (especially when joined by other elements) and would be better served with a sample with more meat and body to it. The guitar sample wasn't really pushing the realism boundary at all with the strumming sounding robotic without much variation in tone or velocity. That's partly both samples and sequencing. Very impressive work for your first music software creation - sure beats what I put out when I first started. Good luck to you and keep at it! NO
  5. I'm liking the approach here. Synth choices felt solid and some good writing ideas on display. Definitely mastered on the loud side here, which takes away a bit of the impact percussion and other elements could be having if things were backed off a bit allowing more clarity in the mix. The writing on the drums felt a bit stilted and repetitive. I think it's party the kick pattern that's throwing me as it doesn't really compliment the rhythm of the other elements. Also, some more subtle changes being the occasional fill would be welcome. Pretty conservative take on the theme throughout the first half. The bridge change-up was a nice change, though, and drew me more into the arrangement. This is followed-up by another by the book rendition of the main melody. I feel like if it was just a conservative arrangement with the production fully clicking or vice versa I'd be down with this. The combination of repetition in such a short track plus mastering/clarity/writing issues puts it JUST below the bar for me. I don't think the artist would have too much trouble tightening it up a bit and would love to hear it hit it's potential. NO resubmit (borderline)
  6. PAX West 2016 September 2-5, 2016 Seattle, WA - Washington State Convention Center http://west.paxsite.com OC ReMix: Video Game Music Community/Lovers of Greatness! Friday, September 2nd, 11:00 AM, Chicken Theatre Oh snap, son! OverClocked ReMix is finally back at PAX West from a 3-year hiatus in beautiful Seattle. We'll be selling t-shirts, swag, and bringing physical albums. Attending: Arrow DarkeSword Nutritious
  7. Wow, that really sucks. Hanzo is my strongest pick right now, but he's not exactly OP or anything right now.
  8. I was surprised yesterday evening to find this guy outside my front door. Especially glad I was able to catch him after a few attempts with both berries and Great Balls.
  9. I'm not a pokemon guy (I think I've played one of the games before), but my friends kept talking about this last week, so I went ahead and got it. Quite a fun video game that actually makes you want to go get exercise, who knew? Anyway, I've made it up to level 12 and have put together a decent little stable so for. Unfortunately, the gyms around me are starting to be populated by super-high players (one has a 1400+ CP pokemon stationed there), while my best range from 450-680. I'm never going to be hardcore enough to take on stuff like that, likely. So, it turns out the capturing mechanic is actually slightly more complicated than that. The color of the ring indicates capturing difficulty (green-easy to red-really hard). Several factors go into whether or not the capture is successful: the quality of throw, the type of pokeball used, and whether or not a razz berry was used. Nice or Excellent throws will increase your odds of a capture on tougher targets (curve ball throws may as well but I don't know for sure). Feeding them a berry first will increase the success rate of your next hit. Using a better quality ball will cause the ring color to become easier. If your capture doesn't work, it'll pop back out and may try to escape. Usually, you'd have several attempts, though. As far as throwing, I've read the developer said to throw when the ring is at it's smallest, but I'm almost certain at this point the idea is to get the colored ring to match the grey ring at it's widest (meaning you'd throw right at the moment the ring closes in the middle to try to time it).
  10. Added to the first post. Keep 'em coming, guys
  11. V1 Yeah, I can see the hang-ups people are having on this track. The mix does feel like it's lacking a certain degree of clarity (especially when the orchestra joins in). Still, the elements are each still reasonably clear to the listener. The arrangement sounds solid. Drums feel slightly forward in the mix to me and could be a bit stronger. Volume boost would help and it feels a touch quiet. I'm a YES for this one. V2 This version both fixes some issues and introduces more. The volume has been pushed up at the expense of overcompression on the louder drum hits and additional clutter. I'd be a NO on this one based on mixing issues alone. I'm not a fan of the widely panned leads in this either. Sorry for the confusing vote. Ideally, we'd get something in the middle that gets a nice wide stereo space at decent volume without the overcompression and wide-panned leads. That said, I'm ok rolling with V1 regardless of whether or not that happens. YES (V1)
  12. Very much nodding my head at Gario's vote. The rough, distorted acoustic drums feel out of place against the clean, reverbed synths to the point of them feeling a bit tacked on. Production isn't bad overall, though DA makes a good point about things getting cluttered when more elements kick in. May want to cut back on the reverb/delay a bit and/or look at the panned synth (see below). As mentioned, the structure is similar, but theres quite a bit of creative writing and additive elements here. The aesthetic is also of the same vein as the original (a soundtrack which I loved). I'm gonna also say the biggest issue for me is the amount of repetition in a track this length. There's definitely room to expand here with more ideas and fleshing things out further. Minor point, the rapid panning on the delayed synth is distracting on headphones. Finally, the lack of bass presence here is also hurting this one. The short, occasional bass synth stabs just aren't doing the job of pinning down the low-end of the mix. Good start for sure, but not yet to the bar IMO. NO resubmit, please
  13. So my brother just gave me his extra Overwatch account and I'm just getting into the game. Other than him walking me through 3 or so of the characters, I don't know much about what heroes to choose for which maps and situations and what not. I'm liking Hanzo because I was a big fan of the huntsman in TF2, so that's a natural fit. I like Lucio as well, though his damage output is unfortunately/understandably super low. The biggest problem I'm having right now is that he was and is (with his main account) playing with a lot of competitive-level players, so the MMR on this is absurdly high. I guess if I lose enough it'll eventually come down to a reasonable level. It makes it difficult, though, to try new characters I know nothing about since the competition is pretty cutthroat. Anyway, I'll try to get my battle tags posted in case anyone wants to play, though I'm pretty much only on late and not for a huge amount of time.
  14. As far as OCR panels, we've done it a couple of times in the past (2011 & 2013). We're hoping we can go this year as well, but it's still TBD at this point.
  15. Yeah, I'm pretty much in agreement with what's already said. There's lots of clutter here from the instruments competing for space. The amount of reverb is also adding to the issue. The instruments used themselves are pretty basic and the sequencing is also pretty rigid. It's not conveying the realism I think you're going for here. Arrangement has some cool ideas. For example, I liked the idea of transitioning to the Zelda 1 Dungeon, though it felt like it was a breakdown that stuck around for too long, rather than transitioning back into a more energetic section. I don't want you to be discouraged here, as it sounds like you may be just starting with remixing, but I think it would be beneficial at this point to spend some time on the WIP boards to get more immediate feedback and refine your craft. Personally, at this point, I always recommend people not get too attached to a single song, but keep trying new ideas and tracks to improve. Good luck to you and hope we hear from you again. NO
  16. Big fan (of course) of the FFVI OST. Approaching the Magitek factory with an orchestral take seems like it would be extremely challenging, so kudos for taking this one. My thoughts & issues on this are already really well covered above, so I'm not going to go into too much detail rehashing everything. The biggest issue for me is the aforementioned unrealistic timings/overlapping notes like the brass. Those could be tightened up with creative sequencing and tweaking the samples, but for me personally it's not a deal breaker. Minor nitpick: the right-panned cymbal taps and harp sound too upfront to me in relation to other parts. Arrangement-wise, this does stick to the general progression of the original, but with plenty of additional and derivative part-writing to get my nod on that front. I do agree that there is room for more variation on the structure itself, but that's not necessarily the approach a mixer has to take to personalize a ReMix. Overall, despite some flaws, this gets the job done for me on both sides of the coin. I'm gonna YES
  17. Very cool mix here. I don't think I've heard anything quite like it. In general, the mixing isn't super clear, so some instruments (some horns, choir) sound obscured while instruments with a lot of high end presence (plucked instruments) come forward much more clearly. Personally, I wouldn't have panned things like the plucking guitar so wide, but it's not a big deal. While the arrangement follows pretty closely to the OST in terms of structure and melody, there are loads of supporting parts and additive personalization throughout. Jive makes a good point about lack of low end instruments, but honestly this doesn't bother me. To me, that, combined with the somewhat murky mixing quality and loose performances give this whole thing a 60's/70's-live-recorded vibe to me and I love it. I really liked how you integrated the percussion here. It kept the energy in the back without being overpowering. The two parts referenced by Gario really didn't bother me (they actually follow the part-writing in the OST as far as I can hear, but maybe I'm just not hearing what he's hearing). Those samples are definitely the groan from the OST, so they'd need to be taken out prior to posting. YES (conditional on removal of SFX)
  18. Man, I really love the classic SF2 source tunes. Solid track you've put together here. Larry makes a good point about the repetitive beat work. That's my top issue personally for sure. I was saying in judge chat earlier that it would be super easy to vary up the beat pattern, for example going half-time with a more complex pattern with all the synths behind would be pretty sweet IMO. This could be personal preference, but I felt like the lead had too much portamento with all the pitch bending between notes. I would scale that back a bit, though it's a minor issue for sure. Ending wasn't great, but it works. I hate to go against this one because it's firing on 90% of all cylinders. Like Larry, simply applying more variation on the core pattern or a change-up here or there would be enough for my nod. NO (borderline) (resubmit)
  19. Can't help but echo Larry's crits here. This plays it very close the writing and structure of the original track. The sound palette is pretty cool for sure, but also pretty same-y to the original sounds. Core beat definitely got very repetitive over time and lacked meaningful variation beyond the occasional fill or short change-ups. It doesn't really help that the snare & kick tones were pretty basic as well. This would need significant development on the arrangement side to personalize it more and set it apart from the original. Fun listen, but not really right for OCR. NO
  20. Really liking the orchestration work here. Writing is a bit coverish in the beginning, but branches out over time. The xylo run at :32 was a nice touch. Overall, the instruments sound a bit hollow EQ-wise without a lot of mid-low/mid range body. This was more apparent in the first half prior to the bigger, more powerful instruments coming in. Guitar has a pretty thin tone overall and felt like it could use some more body in the mid/low-mid as well. Kick sounds really subby to my ears and could've used more presence in other registers. 1:55 felt like it was starting to get cluttered with everything going on at once at full blast. Pulling back some less important parts here would help. Fadeout isn't my favorite ending approach, but not a big deal there. A few areas to improve, but overall a strong track and a fun listen. YES
  21. Excellent votes & points above by Nuts & DA. This is a good base here, but lots of room to fill things out more. I'm not sure the extended break starting at 1:45 is working here. It's mainly subtractive in nature (using elements from before, but less of them) and doesn't really introduce anything new to keep things interesting. As mentioned, drums could use a bit more presence up front - not major, but a staple of the DnB style. Would've liked to hear more meaningful variation on the core 10-note pattern. Still, some great ideas and cool synths on display here. It needs more development in arrangement and some contrasting writing/synths would certainly help as well. Great start, keep going! NO resubmit, please Edit: "I am a remixer and" "And what? That's It? I'm a remixer and here's a million dollars? Oh, wait, I get it! They got him!"
  22. Pretty much on board with what's been said above. Would've liked to have a bit of a volume boost as well, but it wasn't so much so that I had to turn up the knob TOO much. Samples overall sound solid, though a bit dull as well as mentioned above. Not sure if that's due to EQ/reverb settings or the samples themselves. Arrangement is nicely handled - there's never any doubt about what's being referenced throughout, but it's still done creatively. Great work blending both themes in interesting ways. Some of the instrument attacks felt a bit slow for the writing at times, which is something I have issues with as well (due to my samples), so I can't blame you too much :). I think there was still some more room for dynamic variation, especially given that there is some headroom to work with at this mixing level, but the mixer did well to have some breaks in the action sprinkled in. Also, more variation (or drop off) of the backing percussion as it keeps the same core pattern for a large part of the mix would've helped. Overall solid track fo sho. YES
  23. Gario really summed up my thoughts well. Thing sound a bit sparse at times and some of the transitions could be stronger. I could opt for less "fairy noises", but not a dealbreaker. Overall production is pretty solid and the arrangement varies enough to keep me interested. YES
  24. For some reason, I can no longer quote posts in this thread. I've updated the first post for you, Smellyghost.
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