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prophetik music   Judges โš–๏ธ

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Everything posted by prophetik music

  1. i've never heard this original track, but it's a bop. opens with a big, bass-heavy approach right off the jump. drums come in soon after, but the bass is super-loud and way over the top of everything else. i think what the drums are doing is interesting, but it's hard to hear what it is. i like the significant verb and delay on the lead piano and the tone as well. there's some definite stepping on chords in the 0:44 range and right after - several pad chords overlap each other and makes for some crunch. there's a very random and funny break at 0:52 - for real, i'd love to hear more of that! - and a recap of what we already heard at 0:07. i believe that was pretty close to a copypasta. 1:21 is a big shift, complete with amen break and some other material that we haven't heard yet. again there's some pads stepping on itself here. we have to goofy break one more time, one more ascending bit of melody, and it's done in under 2:00. there's some really fun ideas here! the main concept is the sound test from 0:07 to 0:52 - this is an exciting and energetic take on the original that would be right at home in a racing game. the bass is far too loud and the whole mix is really messy, but the feel is straight out of Ridge Racer or something similar. i think if you use that as the core (fixing the chord issues at 0:44) and expand some more while improving the balance of the instruments, you'd have a really fun remix. i suggest checking out the workshop - either on the forums or on the discord - to get some feedback and refine some more. NO
  2. @Liontamer @Emunator updated version in first post with slightly reduced high freqs on shaker. enough?
  3. opens with some very quiet sfx and strings in the right ear. they don't sound particularly realistic at this volume and the right ear is really heavy here, so this is not the greatest representation. the flute and clarinet handoffs here are obviously something that'd be really hard to coordinate, but they get off a few times in the flute part (ie. the part that one person can control), notably every time there's a rising line the upper flute part rushes. the little picc and ocarina flutters in here are really nice though as we get into the eagle's tower section, and i like the shift in tempo and time signature through this. city in the sky's opening is nonsense, so it's fun hearing it realized here at 2:28. this section is a much broader realization than the prior song in this medley, and it's pretty without being overwhelming. i will note that i didn't get the hard stops in the realization (2:57 and 3:04, and often following), even more so because there's sustain in the harp and bells in those areas - it didn't make much sense to me what those were there for and why they weren't complete. moving into something as traditional as astral observatory right after that is a significant change, and i thought it was handled pretty well. it's a pretty short cameo for the theme though, which is a bummer since it's such a nice original. revali's theme right after it though is also a strong melody, so that's a nice one to embellish more. this is easily some of the most lush orchestration in the entire work. the violin lead at just before the five minute mark isn't particularly realistic (especially when compared to some of the live instrumentation) - it would have been nice to hear an oboe there, for example, given the original. rito village comes in soon after and has some nice settling action before again building up some energy with sfx and some nice flourishes in the flutes. the last source, crimson loftwing, is represented in some beautiful oboe work and then english horn - what a beautiful tone! i wish it was used more in this, it's such a resonant and rich sound. there's a slighly sour note at 6:57 in the ehorn (sounds like a chord isn't done behind it when it plays that descending line). there's some wind fish cameo at the very end, and it's done. this does what it says on the tin, as we'd expect. the transitions are solid, each theme is represented nicely, and the overall package is enjoyable. it doesn't push any boundaries, but what's here is above the bar. YES
  4. This is the middle part of my Zelda sky themes medley! As before, the wind parts were performed by Brooke Ferd, Gamer of the Winds, and Steven Higbee. :) Games & Sources 0:00 Vah Medoh 2 Terminals (BotW) 1:13 Eagle's Tower (LA) 2:12 City in the Sky (TP) 3:27 Astral Observatory (MM) 4:13 Revaliโ€™s Theme (BotW) 5:12 Rito Village (BotW) 6:04 Crimson Loftwing (SS)
  5. opens with some heavily filtered arpeggiated elements and pads, and some really ringy vocals. the big hit at 0:31 reminds me of another remixer's penchant for huge transitional synths. there's some trancey keys doing the arpeggio and eventual melody line, although they're not particularly idiomatic. i found the wide spacey synth with the long delay on the attack to be a little too fast for how slow it was, but i liked the vibe for sure. there's a big transitional element into 1:39, and there's some really wild sound design here that's fun. i appreciate that it never quite settles down to a normal - it's constantly changing and evolving. 2:10's a hard drop in style, and the keys here sound like they're releasing early which is interesting. the lack of sustain compared to earlier feels is unsettling. another big build into 2:44, and there's a particularly filthy bassline synth that i really like here. there's also a lot of rumble which i'm not as big a fan of. the lead here is outrageously mean and over-the-top extreme, and the transitions are all really janky, so this is very intense. 3:30's long falling action functions as a great palate-cleanser to that intensity, and we hear the docks come back much clearer this time around. the sfx in here on the vocal clips is enough that i couldn't tell at all what was going on in them. i don't know if that was intentional or not. the piano in here is a little too high and piercing for me, and combined with the overtones from the vocal clips, this was kind of uncomfortable to listen. we finally reach the third section, and it's a much more straightforward, heavy feel. most of this didn't seem to be clearly able to be mapped to the original in any way, but there was some clear intentionality at 5:11, and later when the keys come in at 5:41. the intensity of the drums especially is nuts through this whole section. i found myself liking the setting more than everything that the lead was playing - especially initially, that low bend sounded nowhere near the key that was being played. 5:41's a significant falling action, and this is clearly the end of the road here. there's some sfx to end it, and we're done. what a ride! this is so broad from start to finish, showing a ton of versatility and stylistic influences. i certainly don't think it's perfect, but what a broad spectrum of approaches and concepts. i certainly don't know of another DDD concept that comes at the original from so many different directions. it's easy to nitpick something so broad, so i'll just say that i really enjoyed it, there's more than enough source for it to count, and the perspective here is intense. nice work. YES
  6. opens with a much slower and relaxed vibe than the original, for sure. melody comes in at 0:19 and there's some fun altered/extended chords in there that i don't remember from the original. this is definitely a city pop feel, i agree there. i appreciate the tight tone of the drums as well. there's a recap of 0:19 at 0:57 (it does sound exactly the same for maybe 20s), and some altered chords for the second half of the A section in the vibes. there's a bit of a break, and then we're into the B section at 1:35. there's some wooble on the leads here that's a neat idea - i didn't notice it in the earlier section. this section kind of just trucks through the material before getting back to the A side as fast as possible, at 1:54. it's a little noodly there, but the track finds where it's going when it gets back to the A material. around here i started wanting a bit of a break, and while we get a bit of one with yet another copypasta of the second half of the A section from earlier at 2:32. and then more copypasta - 3:00 is 1:35 again, with some changes on the second half of that section. 3:29's a recap of the opening, and this is also copypasta. this block repeats for a while and then fades out. so most of the second half of the track is repeated exactly =( i think this is a nice idea, and i like the execution of it in terms of synth choices and instrumentation. it's a real nice vibe. but the repeated material is excessive. one or two sections repeated is one thing, but this is half the piece. i think it's fine to repeat concepts as long as you're mixing up the next time it comes around - however that's not what's happening here. get me some variety! and then i'll be very happy to pass this. NO
  7. Hey guys, This is my version of Sakura's theme from SFA2, which is a bit of a fan favorite track if I am not mistaken. The point of departure here was, like my previous submission, using sounds similar to (or inspired by) the og CPS-2 board, but I took a song in a very different direction than the original: it's slower and a bit more wistful. In retrospect, I think it sounds a bit like City Pop ballads? Games & Sources Stage Sakura - Street Fighter Alpha 2
  8. opens with a cameo of ballad of gales in the choir and sfx, and then jumps right into WW's title track. the taiko pattern is pretty recognizable, and the initial live elements are fantastic. the elements are heavily panned (there's a lot in the right ear that's just not in the left) and that's confusing on headphones but would probably be more impactful on speakers. i wouldn't have minded hearing a lower instrument to underpin this entire section given how high most of the parts are. i'm not a fan of the choir at 1:57 - it feels so fake as compared to the earlier uses of it - however the intro to sheikah tower is fairly delicate. i really like the low flute work. the intentionally blocky representation right after that is also a clever adaptation of the stutter synth in the original. the TotK wind temple theme is woven in here nicely as well. very delicate playing again. the the transition into the WW wind temple is just so not what i expected at all. the original's quite weird so this was an interesting idea. i wouldn't have minded a more fleshed-out background here than just the choir initially, but i like the bigger variety you give it as we get into the 5:15 area. the breadth of the arrangement continues to expand as we get into palace of winds, and the scope increases as well. i liked the bass clarinet in here especially, one of my favorite instruments. the bells in the right ear are too loud here, and feel very shrill and forward. i realize this is part of a suite, but the ending still feels very abrupt and unprepared. the track is fairly imbalanced between the ears. most of the content throughout is in the right ear, and the panning is more significant than it probably should be. separately, i wasn't a fan of the ending, although i recognize at least partly this is due to the edit made to allow this to be on the site. the rest of the arrangement is aces, though - really nice transitions between most of the themes, and the adaptation with live instruments is really nice. YES
  9. opens with just drums, before we get an FMy bass and some distorted drum elements. it was a touch confusing what was going on in the drums at first, but once the more electronic/effected elements came in, it was more clear what was going on. coming in fresh, the opening drums sound strange due to the effecting on them, but they do fit better once i have context. melodic material comes in at 0:16. i like the distortion on the melody line, and i like the little harmonic shouts in each ear when they come in. i don't like that it's pretty static of a sound with no lfo or delta on sustained notes. there's some backing elements here - bells and an organ maybe? - and they're very oofy and heavily verbed while the lead, drums, and bass don't have any verb that i can hear. those backing elements really feel surprisingly dense. being in the same range as the melody doesn't help, and when they go lower for the second part of that first melodic phrase, it sounds very dull and congealed. the cymbals throughout this section are also essentially just static - the part at 0:30 is actually kind of shrill. mixing up the lead at 0:49 is a good idea - it has some delay on it and sounds so different simply because of that bit of effecting. it also doesn't have anything that helps the sustains sound less grating, which is disappointing. 1:20's a recap of the melody. 1:30's the same as 0:49 to my ears, outside the panning of the melodic blurbs, but there's some minor added harmonic elements on the back half that help it not be completely copied. 1:50's a big dropoff - i wouldn't have minded a more gradual falloff there. the bells in this next section are nice but the hard panning felt a little weird in headphones. at 2:16, animal got tired of the slow dancing at Fozzywig's Annual Christmas Party and kicks it off for a bit, but after one pass, it's back to being quiet again with another hard transition for a bit before it builds back up for one last blow. at 3:01, we've got (i think) the fourth time we've had the melody in the same instrument coming in with the same ascending line. luckily this time there's some changed elements in the melodic representation, but this would have been a great chance to mix it up and not do the same sound again. there's the ascending single chord bit and it's done. the different background synths end at different times, which i'm not sure was intentional. for a track that's 3:30, it's surprising that the texture is the same for almost three of those minutes. the loose, heavily reverbed organ and bells in the background alongside the very not-verby lead, bass, and drums never changes. combined with the lead never really changing after that first change at 0:49 makes for a very static soundscape, and it got tiresome after a while. the melody's always in the same range, it's almost always represented the same way with only minor changes until the very last time, it always has the same chords, and while the backing drums do mix it up and do some neat stuff, the rest of the arrangement feels like it's missing some development. i liked the concept of the quieter sections to help give the band sound punch when it comes back, but in my opinion the first break comes too late (feels like it should be at least 30s earlier in the mix), and the transitions in and out of each section are very abrupt. the energy management feels lacking as a result. some transitional elements would help a lot to manage that, as would giving those transitions a bit of time to breathe. i think you've got some really interesting ideas here, and there's obviously a lot of craft that's gone into the drum work especially. a set of backing elements that more closely fits the soundscape, some more intentional and careful transitions, and more attention paid throughout to making the melody line unique and different each time it's played (via instrumentation, lfo on the synths, altered chord work, more personalization, changing ranges...) would really move the needle on this one. as it is right now, it feels like you're close but not there yet. NO
  10. For the Tetris Attack / Panel de Pon album project. When reviewing the Tetris Attack / Panel de Pon soundtrack, this track immediately stood out as a bop. Of all the tracks, it resonated with me the most as a drummer. I already loved the original drum part, so it felt like the perfect choice for the "drum kit" highlight on the album. I started with a basic arrangement, honing in on the drums. To emphasize their presence in the remix, I decided to feature both an acoustic and electronic kitโ€”using ML Drums for the acoustic elements and crafting my own electronic kit from chip drum samples and sound effects. After several iterations of the drum parts, I asked @paradiddlesjosh for feedback on MIDI programming and articulation, refining the feel to make it as realistic as possible. With the drum tracks starting to lock in, I moved to refining the rest of the arrangement around them. The energy felt a bit one-note, so I experimented with softer, dreamier sections to add contrast and break up the loop. This also gave me a chance to explore different drum textures and the full range of a kit. Once everything was in place, I fine-tuned the mix to really make the drum parts shine, with valuable feedback from members of the OCR community. Games & Sources Game: Panel de Pon / Tetris Attack Song: Lip's theme / Demo
  11. This is the first section of my Zelda series Sky Themes Medley, featuring Steven Higbee (ocarinas, clarinet, bass clarinet), Gamer of the Winds (alto flute, flute, piccolo), and Brooke Ferd (flute, oboe, english horn). I also plan to compose a fourth medley for the fire themes - I'll be sure to hit up these artists for that one too! Games & Sources 0:00 Ballad of Gales (WW) 0:16 Title (WW) 1:54 Wind's Requiem (WW) 2:03 Sheikah Tower (BotW) 3:32 Wind Temple Phase 1 (TotK) 4:47 Wind Temple (WW) 6:06 Palace of Winds (MC) Wind Waker - Ballad of Gales Wind Waker - Title Wind Waker - Wind's Requiem Breath of the Wild - Sheikah Tower Tears of the Kingdom - Wind Temple Phase 1 (proph note: i believe this is 0:00-1:30) Wind Waker - Wind Temple Minish Cap - Palace of Winds
  12. opens with some muted pads and some snippets of the melody. the beat comes in at 0:27 and it's overwhelmingly loud - i can't hear anything but the loop and the arp synth that doesn't appear to be matching the chords. the first break is at 0:56, and it's more of a drop and build than a break. the following drum beat is again way louder than everything, and it's again fairly repetitive. 1:32 is the next drop, and i'm noticing we haven't really actually seen any melodic material by this point - there's a few very simple bloops and blurbs that might sound adjacent to some of the melodic material, but i haven't heard anything that actually states the melody. there's another way over-loud drum section - very close to 0:27's section - one more break and build cycle, and then a last big shout chorus that's more of a hardstyle feel. from an overarching perspective, while this roughly follows the original's chord structure, i heard nothing of the original's melodic or harmonic elements. so that's a no there. separately, the balance in each section is way, way off - you could easily turn all of the percussion down by half, bring your overall volume up, and the drums would still be really big and punchy and probably too loud. this one needs some workshopping to balance out the parts and inject more of the original into the track. i like the idea - the original's very chill, so a big dancey version would be really fun! - but what's here isn't it yet. NO
  13. opening is indeed adjacent but not quite the same as the intro. that ascending string riff into the melody line is pretty recognizable though! 7/8 for 0:29 is a revelation, i love that change - it emphasizes the already heavily rhythmic approach of the original. i liked the backing feel of the solo especially, and felt that was very Metropolis in feel at least initially. 1:46's new chord progression made a lot of sense and sounds great, especially when it gets harmonized. i wouldn't have minded a bit of vibrato on the lead guitar for a few of these sustains. 2:37's transition was surprising but does make some sense based on how the Terran campaign's music works. the sustains on the initial keys made it sound a bit cheesy, but it quickly settles into a better feel. this section overall feels a little less baked - the bass guitar is kind of far in the back and hard to hear, some of the synths are a little thin, the texture at 3:07 is fine but the lead's pretty light. i liked the solo line over it, especially starting at 3:30. 3:36's transition and backing parts are a bit on autopilot in the drums, and the guitar isn't quite as big as i'd have expected for this section, but i like the transition into the 4:07 section, and that section does a great job of providing some different textures that we haven't really felt. there's a jump into 4:22 as the tempo picks up, and then there's an outro section recapping the 7/8 section from before. what a fun arrangement overall! the track is so obviously Starcraft that it was very easy to grab onto the arrangement elements and just enjoy the total package. from a mix perspective, my biggest complaint is that i felt that the drums lacked some punch throughout. i would have liked a more present kit, i think, and a more dense kick especially. but the track still rocks and this is absolutely not a dealbreaker. excellent work exploring a classic track. YES
  14. opens with a big wall of sound and quickly gets down to business with solo sortie. the melody comes in at 0:27, and it's pretty hard to hear initially as it's pretty low in the range. there's some compression artifacts at 0:55 from the snare to my ear. some nice changes in the drums and backing rhythm at 1:08. whatever gating is on the guitar initially at 1:36 is a bit weird. the transition at 1:43 is a slam transition but it works pretty well considering how counterattack '91 starts. and it's off to the races very soon. this is another very straightforward adaptation - just once through, and then it's onto the fish track. as wet as a fish is a nice break from the initial beat - lots of sustains, and when it does come back in, it's got a half-time feel that functions as a nice break from the wall of sound. submerging titan is where the track goes back to normal time, but i admit this transition was too sudden for me. i'd rather have had more time to get into it before hitting the initial riff. and before we really even get a chance to ingest this, we're onto labyrinth. the transition here again is sudden but works because of both tracks keying off of a complex riff to mark what they're doing. speaking of complex, the creature track hits with the opening riff, and then goes to town on a more complex drum pattern initially. i appreciated that you spent more time on this one, although i'd have preferred that you personalize some of the melodic work a bit more given that this is mostly straight out of the original. there's another slam transition to the next zone track, and i'd have loved to hear the keys match better to the previous track so the transition wasn't so obvious. i'd also have loved to hear this expanded a touch since it's so sudden and then it's done. i'm on the fence about this one, honestly! it's a big rocking track and i like the variety of drum and guitar grooves brought to the party, and there's a lot of intentionality in how you chose what tracks led to what to fit them together. the track sounds big and in your face, and i like how aggressive it in in several sections. i don't however like at all how brief some of the cameos are, nor do i like how fast some of the transitions are. i can't hear a bass essentially anywhere in the track, and i don't like that the same synth is used for the lead throughout, and similarly i don't like that it's so rote from a melodic representation standpoint. i think i'm going to come down on the side of a no vote here. if you took a bit more time in some of the more abrupt transitions, if the ending wasn't so tacked-on and was more integrated/fleshed out after 6 minutes of rock, and if there was more personalization in the melodic representation, this would be an instant yes. as it is, i think it's just too medleyish without much of you in the arrangement. NO
  15. opens with some moving clarinet, and that moving line quickly passes between each part. this unfortunately highlights the difficulty in chamber music that's remote - it's so hard to truly pass off lines like this in an even fashion, although you do a decent job here. 0:35's sustains are a nice change. the repeated notes under those sustains really needed more intentional dynamics in the performance. there's another recap of the moving lines moving around with 'pizz' underneath them, and this sounded similar to the opening but voiced differently. there's a few obvious mistakes in the bassoon line at 1:22, although admittedly that's a tough range. i really liked the passing-off of the phrasing at 1:27. the following section has some more counterpoint which is nice. i'd have loved to hear even more interweaving of parts here, and especially some more dimensionality - spreading out the ranges a bit to fill in the chords instead of having everything so tight would have really added space. the chorale section at 2:09 is another space i'd have loved to hear with more range on the parts. shifting to ensemble articulation at 2:23 was really nice too. i wasn't as big a fan of the subsequent silence in the sax solo - it loses some energy and then tries to get right back into it, and loses something in the process. there's some more consistently moving counterpoint for a few more seconds, and then we get one last chord and it's done. from an execution standpoint, the arrangement is overall really solid. i appreciated the contextual changes between the articulated elements and the more sustained sections. there's enough repetition of concepts to hold onto without being overly repetitive, and there's a nice payoff at 2:09 with the chorale (although i'd have liked to hear more range explored on the instruments there). from a performance standpoint, i found the alto to be both too present in the mix and too sharp a tone as compared to the other instruments - a touch of EQ to tone down the edge on it would have really helped it mesh better with the other instruments. intonation across the board is fine but not stellar, and timing is pretty darn good considering the recording method. i think this is definitely a good representation of the medium and the original. performance is pretty good considering it wasn't done in-person and the arrangement has a lot of good contrast. nice work. YES
  16. This is a medley of most of the main stage themes and boss battle theme from Super R-Type. Not everything is included, but it's most of the tracks. Recorded, mixed and mastered by me. Games & Sources 0:00 - 1:42 --- Solo Sortie 1:43 - 2:23 --- Counterattack '91 2:24 - 3:08 --- As Wet As A Fish 3:09 - 3:52 --- A Submerging Titan 3:53 - 4:37 --- Dream Of A Labyrinth 4:38 - 6:10 --- Return Of The Creature 5:55 to 6:12 --- To The Next Zone
  17. opens with some very defined percussive elements and some vox samples. the snare tone is a unique one. there's a lot of space in this opening. 0:16 brings in the hats and some chordal elements. there's a bit of original cribbing and then it's off to what sounds like a tracked guitar or synth right away for a bit of noodling around the melodic minor scale. 1:03 is a filtered section, feels very next-door. we get the main tonal center back at 1:18 and there's continuing to be a lot of exploration of the minor key but not much direct adaptation of the original. the first few bars are used in this section at 1:18, expanded out to fit the time signature, but it's honestly hard to recognize anything else. by 2:15ish everything sounds very much like we've heard it before, as well. for example, 2:22 is a straight copy from 1:18, and 2:37 is a copy of the section that starts at 1:18. there's a b section that starts at 2:52 and is initially more of a chorale - it's nice to get something new for a bit! this quickly transitions back to the original groove, and there's some crunchy notes as part of this layering doesn't quite line up. the track also just stops at the end of a snippet that was used earlier in the song. elephant in the room: i don't think this has enough source. the repeated Ab-G pattern in the chords is only present in the opening of the original in a non-counterpoint fashion, and that's honestly the main bit i catch here - and that's a pretty common progression. the high descending line apes the second measure of the original's chorus, and there's some sections that sound like they're straight from the original as-is (0:27 for example). i'd consider the lead at 0:31 to be adapting the first few verses of the original as well. i would consider 0:27-0:42, the backing parts at 0:47-1:00, backing at 1:24-1:46 and 1:50-2:19, and that's probably it. that's less than 90s overall so that's under 50%. i get if someone wants to use the chord progression, but given that so little of it is used and it's not particularly unique, i'm not really there. most of the main melodic concepts you'd hang your hat on in this arrangement are noodles and just exploration of the key, not actually from the original. separately, like i mentioned, there's a lot of repetition. you've got at almost 30s that's straight cribbed out from an earlier part, and there's not a lot to differentiate the individual sections aside from that. the ideas are cool! i don't think they're developed enough. the track really needs a true B section that then recapitulates back to the original idea to keep it moving, or else it needs like 45s taken from the duration. there's also a lot of opportunity to relate back more source to flesh out the arrangement itself. NO
  18. This haunting tune has been on my mind since '92. It appears in exactly one place, a single room you don't need to be in for more than a minute or two - but I'd often linger just to listen. Had to make an arrangement of it for my newest album of video game remixes - it was, in fact, the whole reason I decided to embark on the project. Hope you enjoy! Games & Sources Game: Zelda: A Link to the Past Source: Church (aka Sanctuary) YT:
  19. opens with sfx and a lush bed of synths and guitar strums. there's a funky note at 0:28 for an instant that's pretty noticeable. big build with percussive elements into 0:39, and the lead's variances are a nice callback to the particularly funky first chord of the original and how iconic that warble is. that lead is exploring the initial arpeggio from the original without the echo on it. bass sounds a touch stilted on some attacks in this area, particularly at 0:59 for about the next ten seconds. percussion in here is surprisingly high up in the freq range too, it's noisier than i'd expect given the rich, dense background and how sustained everything is. there's a break at 0:59 and there's some exploration of the chord progression, and subsequently a recording from Genesis - and then we get the big bang (sorry!!!) at 1:42 when everything comes in. this is still focusing primarily on the arpeggio section and not on the 'chorus' from the original or the b theme. there's another drop at 2:23 for sfx, and then a big blow at 3:03 (love that tom fill!). a great guitar solo to soar over the top of the framework that's been put down so far. this is definitely the highlight of the track. the falling action after is primarily focused around sfx, and that becomes the primary sound until the end. so my main concern here is the volume of original content. i hear some easy correlations at 0:39-0:59 and 1:42-2:22, but i'm missing other obvious correlations that may be represented in the chords. i'll check with emu for a breakdown since i'm out of time to do it myself right now. ? edit 3/6: i don't hear the opening chords mapping to 0:08. i don't hear a backing arp at 0:20. i had already accounted for the synth at 0:39. at 1:00, it sounds like you're stating that the descending maj7 arpeggios are from the main arp theme, and i see where that's coming from, so i'm ok with that. i don't hear the chiptune arp at 1:20 at all. 1:42 i already accounted for. 2:42 i don't correlate or hear at all. 3:03 i still don't hear either. i don't hear a chiptune synth at 3:43. that 80/267. so that's a no-go unless i'm using the wrong file or something - i don't hear most of these at all even on repeated listens. NO edit 3/7: the section at 0:20 is clear isolated, but it doesn't actually sound pitched in-situ. it sounds percussive. so i still won't count that, because there's no point where i can pick it out as being pitched. if it was louder, i could probably hear the pitches, and then be able to count it. the first time i can hear the pitches is for about 2s at 3:53. i'm willing to assume that i'm missing the opening chords due to the detuning in the original - i'd have a hard time mapping them by hand now as it is. however, even if i counted this, i'm still not to 50% - i'm at 112/267. the backing on the solo is a bit too much of a stretch for me given i can't really hear any of it. i think this is still a no =/ if someone else wants to point out some other correlation i'm missing, great - but this not close enough right now. i think it'd be easy to find 20s here and there if emu wanted to adjust something, and then it'd be good for me, but as it is, no. edit 4/22: updated mix sounds a ton better in general, but also brings the main clicky arp way more forward so i can find it a lot easier. this allays my concerns about source usage while also dealing with a few nits in the levels that i had before. this is good enough for me. fourth listen's the charm, i guess! YES
  20. oh, look, a goofball arrangement! i wonder whose idea this is...oh, right. opens with a nice flourish and some crocodile isle in a major key to start off, with some announcer noise in the background. the cheesy choir and accordion right after are hilariously on-point in style. i wouldn't have minded a bit more clarity there there. the switch to 3 at 1:29 complete with the same cricket sfx that we've all used for two decades was excellent. the bad onions line and what followed is unintelligible unfortunately. we goofball our way through a few more themes, have some more announcer nonsense, and some boat sfx that unsurprisingly sounds like flatulence to end it off. this isn't perfect but it's absolutely good enough. it's goofy, which mirrors a lot of elements in the games, and it does a fun job of exploring different themes while aping a culturally relevant theme park ride. nice work. YES
  21. The Chase sounds like something out of FFXII. Mad Luca just sounds like nonsense randomizer stuff. opens with some vox and heavy bass. dnb percs and bass woobles come in fairly quickly. there's some melody from The Chase here, and the feel is more filtered and restrained initially. 0:48 continues to be a rising build, and there's some fun filtering work in here. i admit i kept asking "where's the drop?!", and then when we hit it, it's the Mad Luca theme. that wasn't quite the payoff i wanted! the synth choice for the source content is pretty weak and so i felt it lost a lot of drive here. it noodled through the Luca theme, and we get something a bit more beat-driven to hang onto at 1:35. except not, because this continues to noodle all over. from an energy management perspective, this section goes on for way too long...but finally does get back to the The Chase at about 2:27 (i liked the Chase rising line in the background right before this). the mix trucks through The Chase's melodic material, and there's a lot of variety in the instrumentation and ways that it's being represented, which i like. there's a big drop at 3:24 (literally), and the beat drives alongside some vox for a short while before it's done. i think that the dnb sections of this are really well-handled. there's a lot of variety in what's playing, the feel is energetic and never quite delivers on the payoff, which is a neat concept. i think the Mad Luca section is at least twice as long as it should be from an overall song perspective - like, we get it, you can do weird time signatures in a style defined by 4x4, but you never asked if you should do weird time signatures in a style defined by 4x4. lastly i found the ending a little too disconnected from the main body of the work. i get the concept of using a different timbre as an outro/ending section, but think it should be closer to the bass falloff - like, having it playing by 3:30 i think would feel better (having the hats playing behind the bass falloff) to help string those together. i think the mix sounds really solid, and the automation on the drums throughout is impressive. i just don't get throwing away all the goodwill generated in the first minute plus to wander around in randomizer town for another minute plus. NO
  22. opens with keys, bass, and some limited drums. the keys in particular don't really speak very well and it's hard to hear what they're doing. everything's pretty slammed - especially the bass and kick are causing other instruments like the cymbals to distort audibly. melodic material comes in at 0:34. same drums from the intro are underneath. this trucks along through the A and B themes (the more smooth melody and the arpeggiated section), there's some fills and new patterns at 1:43 which is nice, although the instrumentation is staying the same here. at 2:08 the first drum groove is back, and the honestly the feel here is pretty hip with whatever the plectral instrument is behind the keys. the drums are just so bland. melody comes back at 2:43 way up high - this would have been a perfect chance to mix up the lead with something else. it goes through the melody the same that the last several passes have done, which feels tiresome at this point. the mix goes through the same A/B pattern that second time, there's a bridge-like section that i can't hear what the melodic material is, and then that bridge section turns out to be the outro and repeats several times copy-paste style until a fadeout occurs. this has some moments! there's definitely a fun feel to it in several spots. right now the mix is really blown and hard to hear, so that's a problem. and separately, the arrangement has some nice bits, but overall it's the same thing twice through and then an outro. i'd like to hear some use of dynamics (ie. breaks in the beat), a more logical song form, and less repetition. NO
  23. Some time last year Ronald Poe was noodling on a remix of The Chase, and that conversation made me think about how fun (read: ridiculous) it would be to mash up that song, which plays during the Luca Blight group boss battle fights, with Mad Luca, which plays during your 1:1 duel with Luca Blight, one of the main villains of Suikoden II. Luca Blight is the prince who slaughters a brigade of his own child soldiers, blaming it on a neighboring kingdom as an excuse to break a peace treaty. He only gets worse from there, personally slaughtering innocents by the hundreds and laughing about it. I wanted to arrange something that showcases his evil. Musically, I was inspired by artists like Sub Focus and Camo & Krooked. The Chase is a banger and felt like it lended itself to drum & bass, but Mad Luca is just absolute musical insanity. (Appropriately, given the character.) MIDI of The Chase existed, but as far as I could tell, nobody had attempted to transcribed Mad Luca before. I was in luck, however; I suggested it on 8BMT's patreon and he included it in a video on Odd Time Signatures, which meant he also made the transcription available to subscribers. (I'd recommend watching the videos, it's a really good breakdown of the source.) The cacophony of time signature changes made the idea of trying to do a really integrated mashup complicated, so I opted to use Mad Luca for the break, trying to show Luca Blight's descent into madness through the arrangement. Then I circled back to the B section of The Chase to bring it all home. It's not an entirely traditional arrangement because the break is more of a mental breakdown, but I think it provides the necessary whiplash to express just how bananas Luca Blight is. As always, thanks to the great community in #workshop on Discord for their reviews and critiques. Games & Sources Game: Suikoden II Composer: Miki Higashino ๐Ÿ”น ๐Ÿ”น ๐Ÿ”น The Chase: 0:00 โ€“ 1:11, 2:28 โ€“ end, with some motifs sprinkled through the middle section ๐Ÿ”น ๐Ÿ”น ๐Ÿ”น Mad Luca: 1:11 โ€“ 2:28
  24. this reminds me of something i'd hear on echoes. i don't think it makes sense to do a timing walkthrough on this, so i'll summarize. the timbral expansion here is significant and reflective of other heavily adapted arrangements we've had in the past. i appreciated the use of the entire sound stage throughout, and the willingness to explore elements that in general we don't see explored (mostly timing elements, a 180-degree soundstage, and some phase concepts). i agree with chimpa that the arrangement is fine and we don't need timestamps - in fact, had the chords been altogether different but consisting of the same pattern and roughly the same function, i'd still have said it was OK. i think that this is an excellent example of a style that we don't see near enough, given the volume of ambient/non-melodic tracks on popular soundtracks. i would have loved even more messiness and exploration in the first half, to be honest. but what's here is great and i appreciate it a lot. YES
  25. 4+db of headroom. opens with some very verb-heavy strings and piano. the piano appears to be playing the harpsichord part directly, and the cello and vin initially mirror the melody line before fleshing out a bit of harmony. it goes right into the B theme, and adds choir at 1:20. this is appropriately subtle when it's added. the arrangement opens up at 1:27 which is nice, and i like the additional windchimes and subsequent wind instruments. it trucks through the A and B theme again and then it's done. to my ear, the original plays throughout in the piano (or very close to it). there's certainly some additional orchestration, and tbh the choir elements are tastefully done. i think my main issue here is that there's very little H36T in the arrangement. layering in some additional parts is nice, and the counterpoint in several sections is pretty. i don't however get the vibe that this is ever more than the original. in comparing to some other orchestrated/choral arrangements (Rebecca's stuff for example), there's far more time spent in part-writing and making there be more than just the original driving it. the lack of dynamics in most spots (there's some orchestral crescendos, but very little individual dynamics, and the keys sound like there's zero velocity adjustments on them) combined with the solo instruments not being particularly realistic doesn't help either. i think if the first eighty seconds weren't so close to the original, this would be a borderline pass for me. as it is, the opening's just too close to the original, and the overall form is very rigid and straight out of the original as well. for something so simple in its approach, i'd want to hear more flexibility and depth of arrangement than what's represented here. getting away from the original midi in the piano would be a big help there, and expanding your tonal vocabulary with altered chords, modified phrasing, personalization of the melody line, and dynamics to give the natural shape of the melody more verve would help immensely. NO
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