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Everything posted by ambinate

  1. this is so damn good. the production is outrageous
  2. thanks so much, man! i'm glad you enjoyed the tunes. drukqs is such a rad album, i definitely take a lot of inspiration from it! thanks for downloading, flexstyle! i hope you didn't hate it a lot
  3. thanks a lot, man! really appreciate it. i've actually been a big fan of trifonic for a few years and emergence is one of my favorite albums so i'm totally flattered to hear that my stuff reminds you of them, haha. i rip them off (their sound design especially) pretty shamelessly, so i'm glad it's working in some way! hope the ep doesn't disappoint, ectogemia! appreciate the support, man!
  4. seriously though this is rad. i could vibe out to this all day. big fan of your soundscapes and drumwork. edit: i respectfully disagree with mr xavier on the need for a shredding lead but i could listen to selected ambient works vol 2 for a straight week so maybe that's just me
  5. ambinate.bandcamp.com here's my second release - a free ep called "cycles." it's mostly ambient dubstep with some drum and bass thrown in at the end. i'd love to hear any and all feedback! thanks a lot for listening.
  6. dubstep gets a shitty reputation these days because a certain brand of it has blown up and gotten overexposed and all that, but it's actually been around for a while and is a really varied genre. it isn't even really defined by a halftime drum pattern or a wobbling bass (although those have gotten really popular lately). a lot of dubstep uses 2-step drum rhythms, since that's how it got started: http://www.youtube.com/watch?v=1rMeyJzh0dQ (i'm using some older rusko as an example here 'cause these days he's become known for making halfstep with wobbling midrange, but there is a ton of dubste
  7. green tortex .88mm were my shit for a long time. i don't even remember why i switched to jazz iii but now i'm too used to the tinier size and i can't play with regular sized picks anymore. but those green picks will always have a special place my heart.
  8. ernie ball 10-46 for e standard tuning and 11-48 for d standard. i usually go with dunlop jazz iii picks or dunlop stubby picks (which are 3mm).
  9. http://www.youtube.com/watch?v=ad_eKQh4ru8 dude was ahead of his time
  10. this is where the nostalgia bias comes in, i think (and i don't mean that as an insult - it's just a preference thing). other than the fact that we grew up listening to this stuff and remember it really well, why is memorability the key factor in judging video game music of any era? higher on the priority list than memorability, i think, is effectiveness as accompaniment to the actual game. a memorable score that's not doing a good job of supporting the gameplay or story is a lot worse than an unmemorable score that supports the gameplay/story really well.
  11. this is a really cool idea for a paper and i think it's great that you're researching something you're passionate about. that said, i don't mean to be a total jackass, but i am going to strongly disagree with your thesis. i understand where it's coming from, but i think it shows a bias for a very particular type of music without regard to actual quality. gaming music has evolved in a number of dramatic ways because gaming itself has evolved in a number of dramatic ways. the fact that a lot of modern game music "lacks a strong melody" does not immediately mean that the music is bad or of a
  12. moombahton. not joking. within 6 months to a year it'll be huge if it keeps up at the rate it's going now. not top 10 material at the moment but i think it's just a matter of time. other than that, electro house and progressive house styles have been stable and popular for a while and don't seem to be going anywhere, so those are good bets. like prototyperaptor mentioned, breaks-based stuff isn't popular on that level anymore aside from a handful of artists that cross over (pendulum, for example). i don't think downtempo has ever really been big on this scale aside from a few artists.
  13. i'm no expert at this stuff, but i really like making ambient-influenced music and lately i've been working on soundscape stuff, so off the top of my head, here are a few things i've found helpful: - reverb and delay are super important, like you said, but getting creative with these effects can make for some really cool results. make a signal chain that has a delay going into a reverb going into another delay with different settings, all going out to your main reverb send, or anything like that, and you'll get some cool results. same thing goes for using wet/dry ratios you would typically
  14. pros in what genre of music? it varies widely depending on what kind of music you want to make, and often it varies even within the different subgenres of each kind of music.
  15. kotor 2 is not a superlative game, man. it shipped unfinished (as has been confirmed by obsidian). the gameplay is lazy and the content just isn't there to the extent that it should have been. it may have had a great story but as a game it was fundamentally flawed. this is an example of what i meant in my first post - it doesn't properly prioritize gameplay so it can't excel as a game. the writing is great, yes, but i honestly didn't enjoy playing it and i consider kotor 1 one of my favorite games of all time (and that game has also not aged that well in the gameplay department). edit: j
  16. truth, definitely. i'm just not totally convinced that it's negatively impacted mainstream western rpgs to the point that they are substantially worse than they were 10 years ago. could be wrong though
  17. i see the cutting edge graphics argument come up when people talk about modern games vs. classic games a lot and i have never understood it. graphics have consistently been used as a selling point in gaming history. this generation is not at all different from the last one or the one before that etc. ff7 and ocarina of time didn't sell almost 10 million copies each based purely on their gameplay merits. watch the commercials for those games now - they have the same faux-movie trailer bullshit thing going on that all big releases today do. good reviews and word of mouth helped, obviously,
  18. a) i didn't claim that vinyl was inherently better than digital - i said they were different formats, each with different qualities. do i need to point out the hypocrisy in your statement or was it intentional? don't mean to be a dick but that was a bit of a ridiculous statement
  19. that's a bit of a generalization, don't you think? vinyl has a very different character than digital in a lot of ways, and it's not just that it "sounds old." a lot of modern electronic styles (like dubstep, garage, minimal dnb, etc.) still have vinyl cultures because producers and listeners prefer the way the atmosphere and bass are represented in an analog format. whether or not you (or me or anyone else) prefer the way it sounds is subjective, but the fact that there is a legitimate difference in the sound of the material is not - it's tangible and quantifiable. digital and analog are d
  20. morrowind is a weird example because i honestly don't have a god damn idea of what that game is actually about. i played that and oblivion for about 50 hours each and didn't touch the main quest in either. to be honest, i am not really sure if modern rpgs (and games in general) have stories that are worse, or less compelling or engaging, than older games. i can honestly think of a few examples for each side of the argument. what is important to me, though, is that gameplay has come leaps and bounds since 15, 10, or even 5 years ago. gaming is fundamentally an interactive medium, and while
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