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Everything posted by prophetik music
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OCR04746 - *YES* Silent Hill 3 "ETERNAL PARADISE"
prophetik music replied to Liontamer's topic in Judges Decisions
opening is very Halloween. there's some chillstep-adjacent crunchy percussive elements in there initially. we get a big hit at 0:23 with some heavily panned elements and what feels like triphop percussion. i really like the washes of sound used through here. i think the percs are a bit too in the fore compared to some of the other elements and so sound a bit out of place, but i like what they're saying. piano comes in at 0:54 and there's some really cool delayed guitar work in the background here. break at 1:24 with some voiceover work. the backing pad in this section is superb - there's so much movement and body to it. big build into 1:54's synth-led section. this is much more aggressive and i like the sound a lot. the lead synth may be a touch loud here. there's a recap of the b theme melodically here with the repeated notes in the keys. the window dressing around this section is again really solid. the track then kinda stops - there's no real ending, it just falls off after the last chord and is done. i think the lack of ending was a letdown, but overall this features some super dope atmospheric work. i think the voiceover is handled really well and that the overall shape of the work is great. nice work. YES -
*NO* Teenage Mutant Ninja Turtles "Underwater Theme"
prophetik music replied to Liontamer's topic in Judges Decisions
really wide panning right off the bat, with virtually no room verb/sound on the guitars. drums are pretty far back in the mix and don't have any body to them. they're playing fun stuff but i just can't hear the kick at all. bass is essentially unable to be heard as well. you've got a ton of mud in the 100-200hz area that needs to be EQed out, mostly in the lower guitars. scooping them harder will help a lot. overall a lot of EQ is needed. the track doesn't technically clip but it's clear that it's right up against the line repeatedly, that's something else that should be addressed so that it's not the guitars pushing it there but rather a combination of elements. the arrangement is also too short. there's not really a ton here aside from the adaptation to the style. we require more transformative arrangement than what's shown here - adding more of your own flourish to the track will help a lot, as will finding ways to extend the duration of the track without having it just be repeated material done the exact same way. there's not even an ending here, which could have helped extend it. i think that DoD's environment would help a lot to up your mastering game. the workshop discord/forums here also would help a lot for identifying how to get more meat out of your guitars and drums and better balance the individual parts. NO -
i didn't vote on the original but did listen to it, and voted on the resub. my complaints were around the over-simplification of the track (ie. not enough to call it a remix) as well as some technical issues. interesting sfx elements in the opening, outlining the chord structure of the original. keys and an original-adjacent bass element playing the arpeggiated opening section, in one of the minor modes. i like the approach at 1:29 with the very nice higher keys. separately, this entire opening section through 2:15 has some timing elements that are mildly irritating to me - the keys and bass synth aren't always in sync. 2:15 or so has some much larger chords that really stick out of the mix. they filled up the soundscape a lot but didn't feel much louder - lot of mids there. there's some pretty strings after this that do some fun ideas to outline the melodic structure. there's some timing stuff in here that's a little confusing to my ears. there's a reversed cymbal hit at 3:15 that does a superb job transitioning into a last runthrough of the melody before we're done. i think there's a lot to like about this track. there's a fullness of character that wasn't in the last two versions, and most of the issues i had with those have been alleviated. nice work. YES
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*NO* Super Metroid "Into the Depths"
prophetik music replied to prophetik music's topic in Judges Decisions
opens with a fairly dry piano that's more in the left ear. flute comes in at 0:17 and really feels like it's in a different place - totally dry and doesn't fit the piano at all. there's some drums and other elements that come in at 0:32, as well as static and a choir. the overall feel is still very dry despite the big drum and choir tones. melody comes back in at 0:45. there's some fun arp stuff going on in the right ear, and some rhythmic static elements that are probably too panned in the left. taiko and choir comes back in at 1:03, and this feels like more of the same that we've heard up to this point. we get some new material at 1:34 with a more synthy lead (sounds like it's played exactly as the original does). it's hard to hear the exact notes being played here. there's a bit shift at 2:00 on the button, with a very treble-driven drumset coming in. there's a lot of the same here - same taiko, same lead still - but there's some fun new elements like the guitar coming in. i like the idea of the drumset but it's very treble-heavy and not pleasant to listen to. this continues on a bit of a loop for a bit until it hits 3:22, and then the same piano and static elements play us out. you've got some really neat ideas going on here. i like very much the layering of organic (piano, choir, taiko) elements with electronic (the hyper-compressed drums, the static, the mellotron flute). there's a very specific feel being evoked and that's hard to do. overall though there's not much delta on this piece. you've got the same piano being played the entire time, the same mellotron lead playing the same stuff the whole time, same taiko, similar ideas with the static in the left ear, etc. there's a nice shift at 2:00 but it becomes clear quickly that this shift is still doing the same thing overall, just with mildly different window dressing. i'd love to hear more focus on the guitar, on shifting away from the elements that drove the first minute, and expand out a bit from the original method you used to represent it. from a technical perspective, the track is panned very widely, and that's hard to listen to especially on headphones. the taikos are also completely crushing anything in the 100hz range so the low end is pretty dirty. there's more balance later in the track which i think sounds better, but reducing some of the super-high content overall and especially in the left ear (there's a spike around 3khz that's really bright to me) would also help. i think you've got a lot of good ideas here! i'd love to hear more development and less reuse of the same elements over and over for nearly four minutes. i'd also like to hear a bit more attention paid to EQing of various elements to help notch them in next to one another. but you've got good bones here. the workshop forum and discord channel would be a ton of help fleshing this out, i think. NO -
*NO* Pokémon Red Version "Kanto Ghosts"
prophetik music replied to prophetik music's topic in Judges Decisions
such a creepy original. opens with some very verby, quiet piano playing the arpeggio. there's some new bass and chordal content as well. melodic material comes in right away in a very delayed glide lead with some nice envelope on it. some (again, very wet) percussive elements come in at 0:36. the long tails on every synth start to bite you a bit at 0:45 as the chromaticism in the melodic line get banged up against the sustained chord elements. there's a bit of a break at 1:05, and we get most of what we already heard again. this isn't quite copypasta but it does sound like the same patterns in FL were used again in slightly different timings. bass instrument drops by maybe 1:46 for a bit, and then we get the descending chord pattern once more as an outro. there's no real ending, the patterns just end and there's some natural fade from the reverb. i think this is an interesting idea! lavender town wasn't particularly gloomy in game, but it's a neat aesthetic to attempt here. unfortunately there's not much arrangement going on that i can hear - it's mostly the original melody and arpeggio played straight through with the descending line in the bass. beyond that, most of the synths sound dull rather than creepy or engaging, and the track overall is pretty short to demonstrate the level of transformative arrangement we normally look for in remixes. i'd encourage you to take the time to really expand on the interesting chromatic elements that this track provides - that is, to include more leocb in the arrangement and less masuda - and to then find some new ways to represent them within the track. this definitely is a great start! i think you'd find a lot of help in the workshop forum or the workshop discord channel as well to find ways to expand this. NO -
Artist Name: leocb I remade the base tone and melody on FL Mobile, mixed and changed the instruments to make it as gloomy as I possibly could. This is my first submission, feel free to reach out if I missed something. Hope you like it! Games & Sources Original composition based on Pokemon Red/Blue Lavender Town.
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Artist Name: Hitrison This song was made in Ableton Live, and attempted to keep some of the ambient feel with the main ostinato being played on piano, but most tracks I work on end up being a bit noisy and/or intense and this is no exception. There were no samples from the game or any other media in the song, but I did use Sonic Bloom's Mellotron (https://sonicbloom.net/free-mellotron-live-pack-bundle-10-packs/) pack for the main melody flute and choir as well as some Taiko drum samples (https://www.subaqueousmusic.com/free-taiko-drum-rack/), and I recorded a few guitar tracks: an ambient noise track in the background (basically just rattled a bracelet on the headstock of my telecaster) and a melody track in the second half. The first half of the track is an ominous buildup, and the second half a trebly explosion. Games & Sources The song is "Lower Brinstar" from Super Metroid, composed by Kenji Yamamoto and Minako Hamano. It's a somewhat slow, almost minimalist ambient piece.
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wild original, really fun ride. opens with an organ-like arp and some really fun electro vocals. the build into 0:41 is great, i was ready for a bop and it's a half-time groove. there's a great track outline here in this opening section - the intro verse and refrain flow well into the second verse and refrain. i think there really could have been a nice break there though as there's a lot of words in the opening sections. there's some fun modulations around the 'wasted all of this life' section, and the one right after as well. there's another verse/refrain package and a repeat of the earlier 'wasted all of this life' section, and a final verse to finish it. the track feels like it goes by pretty quick! i think that's a byproduct of how wordy most of the lines are, and there not being an instrumental section throughout. that said, there's a lot of really fun ideas in this. as expected there's a lot of musical complexity in the original, and the way you adapted this into a vocal track is seriously impressive. i also think that ad.mixx's approach with the intentionally heavy autotuned vocals really works so well - there's a codependence between the pad-heavy backing elements, the restrained drums and bass elements, and the vocal parts, i can't imagine they'd work so well together if this was clean vocals. the master's so clean too, as expected - it sounds fantastic. really fun track. excellent work. YES
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OCR04733 - *YES* EarthBound "Ashes in the Snow Man"
prophetik music replied to Liontamer's topic in Judges Decisions
12-minute inspirational work without timestamps or words? =( good thing i have listened to a bunch of post-rock. their production is fairly consistent with what i'd expect from a band that stylizes themselves as having modern classical influences. the opening drone is fully 20% of the work's length. i would have much rather heard the original's voiceover, to be honest. opening glock works surprisingly well with the heavily distorted drone. opening guitar tone is beautiful too, the backing part's light filtering really is very nice. there's a great build into 1:50 and a nice delicate approach to this section - the triplets are a great choice. i always think of bLiNd's approach to this track as the definitive version, so it's fun to hear a significantly different feel. 2:44's when the build starts a bit. continuing to include the glock is nice here, and the bass tone is really nice too. 3:23's texture just sounds loud to me. i like the idea and the frenetic, energetic drive that the drums have through here, but there is some artifacting that is not pleasant to my ears. following the big section, we get a very patient outro in a similar vein to the initial drone. i'm reminded of some parts of Bon Iver's self-titled album in the mastering and approach of this remix. there's an earthiness to the arrangement that is much more personal than some highly-curated, uber-mastered tracks we've gotten recently. this is a neat idea and i really appreciate the patience it takes throughout to express what it's saying. YES -
big guitars with a ton of huge verb to start. i love how arena this feels at first for an opening. 0:39 brings in the Hu Lao Gate theme in the bass initially, and then the aforementioned guitar riff is right after. this is a pretty straightforward runthrough of the theme with rock drums instead of the silly electro drums in the original, but there's more verve in some of the harmonic elements than in the original. the electronic sfx are a little curious, i didn't really get where those were coming from. i was wondering how you'd do the stutter and...you did exactly what they did, so i guess that makes sense =) there's an interlude that's wildly different from everything else in the original, and then we're back to the original structure for some ridiculous solo work (like, holy crap, this is outrageous!). keytar solo is also superb as expected. after the solos we get a bit of the A theme, the same stutter effect as before, and it's done. not really an ending. i think this is a fun track to listen to. you're right in that the original is a solid foundation for crazy soloing. overall the arrangement is really close to not being enough for our standards - there's so little that you're adding that's different to make it not a cover with sick soloing. i think the adaptation to the style and adding in some extra harmonies here and there, alongside the pairings of the intro and interlude/bridge section, make it enough. from a mixing standpoint i can hear everything easily and the guitars have a lot of meat, so that's great. i'd love to hear more arrangement on this - there's so much that could be done with such a blank canvas of original material - but this is probably over our bar right now. YES
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Cast: * minusworld - arrangement, production, guitars, bass, VSTs * Development of Avoid - guitar solo at 2:59, additional rhythm guitars * Biggoron - keytar solo at 3:27, keytar leads I spent many, many hours farming gate captains in Dynasty Warriors 2 and 3 for stats. As a result, the Hu Lao Gate theme is seared into my brain. When I started submitting to Dwelling of Duels this song was on my short list to cover when the right DoD theme fit. The source tune is such a banger that I didn't want to change much. The structure is pretty simple, using the tried-and-true method of turning an ABC game loop into ABC twice, but with solos! * Intro (Map Theme) * ABC (Hu Lao Gate) * Interlude (original bit + DW3 opening cinematic) * ABC with solos I always found the juxtaposition of ancient China with 80's rock hilarious, which spawned the title "Anachronistic Axes". In keeping with that title, I wanted this track to be a celebration of the axe! The guitharmonies in the source tunes were already a great bedrock. I added a Mr. Big-style interlude between the ABC parts, invited Development of Avoid for an insane guitar solo, and also invited Biggoron specifically for a keytar solo... since the keytar is axe-shaped. B-) Hope you enjoy! Games & Sources Intro: Map Theme (aka Oppression v2) - https://www.youtube.com/watch?v=foN3LZfMypc Primary source: Hu Lao Gate (aka Jump into the Battlefield v2) - https://www.youtube.com/watch?v=blVCdQ1-Ecs&list=PLiLjrJxEE-t_nsyrdn-FgdQZaR7dBgvg_&index=24 Also this bit from the intro cinematic is featured in the Interlude: https://youtu.be/bSh8qDwC7jw?feature=shared&t=23
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OCR04687 - *YES* Super Metroid "BLOOD CONSTRICTION" *RESUB*
prophetik music replied to Emunator's topic in Judges Decisions
there is a version in the submission comments from 4/13. make sure you're listening to that version. @MindWanderer @Chimpazilla just fyi as this is from after your votes. -
*NO* Super Metroid "Through the Depths"
prophetik music replied to Liontamer's topic in Judges Decisions
several seconds of silence to trim off the beginning. opening is a really delicate synth arp and pad with some cinematic orchestral celli. the iconic whistle lead is represented at 0:17, and there's a synth bass in there under the celli as well. we get a beat at 0:31 and some more cinematic orchestra stabs. there's no rolloff here so there's some mud down bottom that's a little distracting. lead here is played by a flute, and is played as the original is with no personalization. i hear the ghuzeng in this section at 1:25 but it's not particularly idiomatic - it's used in a western method through here with no multi-articulations and no vibrato, so it's basically a steel harp or piano here. there's a few of the pitch wiggles at the end of phrases though which is a nice add. there's a falloff at 1:49 that isn't particularly prepared, and we get the same feel as back at 0:31 for a bit. the same flute lead section as back at 0:47 plays with the ghuzeng from 1:25 layered on top. this felt pretty copy/paste until the riff at 2:28, and continued feeling like that after this section until 2:48. there's a very patient outro after this section. i liked the more atmospheric feel of this outro. overall i think there's a lot of repetition in the last half of the piece. virtually everything between 1:53 and 2:47 is repeated content with no changes outside of a two-second descending riff in the ghuzeng. that's too much. i like the overall feel of the track, and the groove you have going is a neat idea. hearing no personalization on either major melody line along so much repetition, however, is tough. i'd love to hear more BronxTaco shining through on most of this track. it feels like all the best parts are cribbed exactly from the original. i think your instrument choice overall is neat, and i'd love to hear you explore that more - just like you do in lower brinstar in the game! adding more personalization and breadth to your approach will only improve your arrangement here. i feel like this is really close, and i understand if other judges don't feel the repetition is as big of a deal. for me to pass it, i'd want to hear more personalization throughout, and for that repeated section to not be a straight copy of the previous section. change some instrumentation, add some new countermelodic material, mix up the chords a bit, change your approach a bit, just do something so 30% of the song isn't the same as another part. NO -
track has about 2db of headroom. starts fairly simply, between the bass, countermelodic element/pad, drums, and lead. there's some eventual arp movement added and extra chordal elements, and it then shifts back down to a simpler layout before looping. this is, unfortunately, not really what we do in this community much. we do have a lot of chiptune arrangements! but this is very straightforward, with few changes to the original outside of some very minimal added countermelodic elements. this does not demonstrate transformative arrangement, and is closer to a cover. beyond that, it's only really about 1:11 of music before it loops, and that's nowhere near enough material length-wise to pass our bar. i would encourage you to read our submission standards and review what kind of stuff in general we put on the site. this has some interesting ideas! but it'd need to be fleshed out a lot more and probably would need some post processing to make it less grating in the lead before it'd be something that we'd consider. NO
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big guitar-driven opening. 0:36 the drums kicked it off and it really started cooking. there's a lot of lower content and the bass sits a little high, so it comes across as very lower mid heavy. the guitars and bass are very clear and the drums are saying fun things - definite dragonforce vibes when the vocals come in at 1:13. it's hard to understand the words that are being said, but holy crap, what a voice! killer range. the first few lines of the chorus are so dragonforce, it sounds like it's straight out of the joke commercial they made of their hits. track blows through the next verse and hits another chorus with some neat harmonic elements added. there's an instrumental bridge that hits at 2:48 that features the required rising 'ahh' vocal yell and guitar solo. solo is outrageous as is expected. there's some pageantry at 3:48ish in the guitar work with a bunch of layered stacks and some really fun panning work. track comes back around to the chorus one time before an extended outro featuring the melodic content and a solid 15+ seconds of glam slam outro insanity. what a ride! i love everything about the arrangement here. this maps so well to the style and your choice of collaborators was excellent. the track feels a bit weird in the low end overall, but it's mixed such that i can always hear everything that's going on, and it doesn't get tiresome to my ears after nearly six minutes of balls-to-the-wall rock. what a fun track. YES
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dunno if i'd call this a mix of the two games officially. this is pretty clearly just FF7Rem. really interesting opening feel. accordion, guitar, and what sounds like the bouzouki to start. would have liked whatever plectral instrument playing the single tones here to be a touch louder. some melodic content in the accordion, and then the band sound comes in at 0:33. there's some really fun crunch in that first chord, very reminiscent of what makes the FF7 overworld theme so good. vocal line at 0:56 sound great, a bit of rawness alongside the nice backing elements. there's not much bass going on here - drums are pretty quiet too tbh - and there also doesn't appear to be much formant boost here, so it feels pretty mid-heavy with some pressure in the 200-300hz range. a bit of lift in the 3k range (this might require different EQing than the bigger parts later?) would allow you to turn down your vocal volume while still cutting through the mix, and in turn reduce some of that pressure on the fundamental. there's the lightest touch of autotune artifacting at 1:19 (your smiling face). i really like the instrumental refrain after this verse - it's a great contrast to the body of the verses. i also like the tremolo guitar accents in the second verse, again reminiscent of the original soundtrack (Life Without Parole is the vibe i get from that). there's a prechorus at about 2:17, and your alto tone is still really solid through here. it's obviously low so excellent job continuing to maintain quality. there's a touch of overlap at 2:47 and then we get The Chorus, which sounds freaking awesome. i see the same lift at the 3.8khz range (not sure it's on the vocal part for sure) that i saw before and i think that freq is a touch high, because the vocal parts are still very loud relative to everything else in order to speak here. harmony parts though are an excellent addition and sound good, and are balanced really well. i wouldn't have minded more attention to consonants in the vocal line to be able to understand the words a bit better. 3:20 is a guitar lead part and sounds superbly in-style - love the octaver and the tone of the lead. there's no transition to the prechorus and i wouldn't have minded a crash or something. this builds into the second chorus and again this is a high point. there's a ton of suspensions in the backing part which is a really neat sound. i could hear a lot more of the keys in this section too which was really nice. there's an outro on the instrumental refrain, and a great solo line from EK, and it's done. what a ride! this is a really fun rock ballad that overall sounds solid. there's some nits in production and execution that i would love to hear get updated, but overall this does a nice job fleshing out the original's fairly basic chord progression while adding a lot of verve and folky style to the structure. YES
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OCR04716 - *YES* Paperboy 2 "Stunt Course on Easy Street"
prophetik music replied to Emunator's topic in Judges Decisions
big blow to start. immediately recognizable style being aped here. guitar comes in at 0:24 and is just what i'd expect for this feel. brass are fun but obviously fake, using them a bit less for those stabs might have helped cover that up a bit. 1:03's solo entrance sounds great, and i particularly liked 1:20's riff. there's a break at 1:45 that's more break than i'd have expected! i figured there'd be a bass solo or drums or something in there. after this is what i'd call a rolling section as it rides on the 7th of each chord for a bit. guitar is a bit twangy on the bottom here. then there's a sustained chord with some fun riffage and it's done. i was a little concerned about source usage given the original's minimal nature and the extended solo. i get source from 0:08 through 1:03, 1:53 through 2:00, and 2:08 through the end. that's 97s out of 165, so we're good there. this is a fun romp through twelve-bar blues. i like how easy it felt for you to stay in the form while exploring the original's 7th-dominated theme. track is short but sweet. nice work. YES -
agree the opening is extended and doesn't appear to be directly related to the original. with such a short original, though, i don't mind. the chord pattern at 0:34 starts to fit the original (not exact), though, and then we start to get the melodic content in a very expanded method at 1:10 or so. i really dig the beat here, and the use of big wide chord stacks with tons of high-end content is a really neat way to represent this. there's a big break at 1:42 or so, and this is a good thing to give some space to the opening section's heavier beat. it also provides nice contrast to the big blocks at 2:15 and gives them more impact. that section has a ton of verve, and the following bouncier section at 2:54 has some neat new sounds that fit the vibe well. key change at 3:30 helps keep things interesting, and it's a straight shot to the end from there. this is a great adaptation of a simple, short original. there's a lot of variety of synths used within a fairly narrow palette, and i appreciate the overall shape of the track as well as it flows from section to section. nice job. YES
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verby arps to start, and a really fun wide synthy lead to start. 0:40's where we start to get a beat, and it really kicks off at 0:55. i don't know if i'd call this synthwave as much as just a fun bop with synth instruments - i like the variation right off the bat in drum elements and in the nice wide bass that's being used to keep it feeling warm and fuzzy. whatever lead is introduced at 1:35 is definitely not my cup of tea, but i like what it's saying. there's some density issues around this section as the bass and really low mids are really heavy there in an abnormally wide band, so it's a bit muddy as the kick, wide bass, and some of the arps are colliding. some more intentional EQ there could definitely help with that, as well as some intentional volumizing on the snare in the following quieter section. i also heard some crunchy notes as a borrowed chord overlapped a non-borrowed chord at 2:22 in the reverb tail. there's a nice dropoff at 2:40 for ordon village - it almost sounded like auld lang syne for an instant there which was fun. using the hats and arp to keep the energy moving towards the bigger section at 3:13 was a great choice, and using the excellent skyhold theme there as a wrapping element for the higher energy parts of the piece is also a great choice. it's such a strong theme and you let it shine through well. there's some nice sustains at 3:48 which serve as a great wrapper to settle the listener down without a fadeout. this is a fun romp through some great themes. i agree with LT that some of the synth work is a bit stilted and wooden, but overall the warm vibes really come through well with all of the wide, slightly detuned elements. fun track. YES
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starts out with some light drums, and clarinet and bass clarinet come in pretty quickly. they're well played and it's a fun primary idea for the track. clarinet tone is a bit stringy, and doesn't seem helped by the mic or lack of room sound. bass clarinet is more fleshed out and has a great tone, but also isn't really helped by the mic or lack of room sound. for the clarinet especially, make sure you've got enough mouthpiece in your mouth, that your reed is doing you favors in terms of hardness, and that you're really trying to keep your teeth and throat open enough to allow for the proper resonance (especially on sustains it sounds like you're clenching your teeth a bit). flutes come in at 0:29 and are both better mic'd and playing some really fun countermelodic content. they're a bit loud in the mix relative to the other elements - flutes are always hard to mix because they cut through so easily. the b section arrives at 0:53 with a lot of sustains in the clarinet that emphasize the aforementioned tone issue. there's a ton of fun window dressing here though especially in the bass clarinet. flute takes the lead at 1:16 and the singing tone really carries this nicely. this is an opportunity for volumization though, as the flute really is a lot louder than everything here. bringing the flute a bit back (counterintuitively) relative to the other elements will help it not crush everything when it gets into power range in the middle of the upper octave. i really like the clarinet countermelodic content here too, your tone fits into the backing elements really nicely. flute carries the B melody at 1:41 and there's again some fun turns of phrase by the clarinet. the bass clarinet gets lost in here a bit because it's up in the upper registers and so doesn't have the bite that was helping it cut through down lower. there's a final hit and we're done. overall this is a really fun arrangement! i really love the different countermelodic elements throughout. i really wasn't sure how i'd feel about a track that was just winds and drums, but the bass clarinet really does a great job staying active and keeping the lower end handled. this is a great adaptation, nitpicks aside, and is definitely over our bar. nice work. YES
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wow, what an original! this is a great track. initial riffs is just what i expected, and i love it already. immediate head-bobber. performance is stellar. 0:42's a break, with the following band sound at 0:56 more of a fusion vibe like you'd expect to hear in a persona track. 1:18 is finally the MOAR DAKKA i was hoping for and has some plini vibes with the ascending melodic line over heavy rhythmic chugs. 1:57's recap with the two leads is great, and i like the immediate key change here to ensure there's no chance anyone will think it's getting too samey. 2:28's break is well-timed and needed after all that, and the last gasp of fresh air before the end. synth solo at 2:40 is superb. during the section at 3:00ish i was really impressed with just how clean the mix sounds - there's a ton going on, and it's all audible and punchy and vibrant. EQing here is very good. 3:17's section felt a bit tacked in there as a palette cleanser since it doesn't really dovetail into adjacent sections, but the following section with trading leads sounds great. 4:05's a straight blow through to the end, and it's done. what a track. this is super fun - there's a lot of genre shifts and style elements in here for everyone, and it just keeps on evolving as it goes along. excellent work. YES
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sfx to start, then some panning mandolin and arpeggiated guitar work. the beat hits at 0:31. i like the bass tone immediately and also like the way the elements are woven together here. sax is a bit out of time in a way that was confusing at first. there's a break at 1:09 and the celli here sound nice, and the groove that comes in right after is a really energetic and pressing sound that i like a lot. melody's back in at 1:49 and it's quiet, with the (fun) guitar work covering it up quite a bit. false ending at 2:17 is really just an excuse to lean more into stemage which i think is a great decision. there's an outro that starts at 2:59 and is mostly just sfx, and it's done. this is pretty straightforward, but i wouldn't call it conservative. i like the way you've taken the individual elements of the original and pieced them back together in interesting ways. this is really solid. nice work. YES
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2024/03/23 - Xenoblade Chronicles "The Road Home"
prophetik music replied to Emunator's topic in Judges Decisions
some FF5-esque synths to open the track. 0:25's where the beat and bass come in (in a different tempo, which is an interesting choice) and it feels a little dark. wouldn't have minded more highs through here. lead is pretty much playing the original's content - i would have liked to hear some movement on the synth lead part as well as dynamics. it also just ends where tsori comes in, which is a little weird. trumpet doesn't speak over the mix right off the bat but sounds great when it gets a bit higher. i liked the doubling on the theme down the octave as well, and the shift at 1:17 to drop the hats and focus on the melodic content was a good one. again the trumpet kind of drops off suddenly at the end of that section - a more dovetailed ending would have been preferable. i really didn't care for the solo tone at first - there's a very high ringing around 4khz that really grated - but i got more into it as the solo moved along. i'd have loved to see the drums changed up for the solo section to help keep it moving forward. there's several rhythmic elements in this section that weren't quite lined up - the drum triplet's second two hits are late, the solo part at 2:04 is a bit out of time, as is 2:18. the solo ends on a non-chord tone which is a bit unsupported. overall the solo sounded pretty good, but i didn't find that it followed the chords and hit the color tones quite as much as i'd have hoped that it would have. i liked the overall rhythmic direction you went with it, however, and i'd encourage you to use space in your solos more often to help drive energy. with synth solos especially, varying vibrato and velocity can really take it to the next level - experimenting with the mod wheel, pitch wheel, and using a synth that is velocity-driven can really pump it up. there's a bigger section with some fun interplay between the different elements at 2:50. this is the climax of the piece and it's fun to hear everything interweaving, and then come together at 3:15 for the same descending lick. the piece meanders a bit over the last 25s but it eventually finds a nice closing tone. i wouldn't have minded a fade on the synth vs. a hard cut like it had. this is a pretty neat combination of ideas. trumpet and what i'd consider to be a jazz/blues guitar tone with synthwave elements makes for an interesting overall feel. i liked the adaptation of the themes, and for the most part the solos sounded good and were interesting. i think that i called out a ton of nitpicks above but overall this is over the bar. nice work. YES edit 7/23: coming back to this a few months later. the bass is really crushing everything else in the low end. LT's right that the kick doesn't have any beef, but it's because the bass is stealing it all. some sidechain or an altered bass rhythm that's not just repeated eighths would help with that. the synth solo also isn't really doing it for me - i don't like the tone still, and it spends a lot of time not doing anything, and then ends on a non-chord tone. i think LT's statement of there being a lot of little things adding up makes sense. there's a ton of nits here and i think that correcting them would help a ton. i'm going to change my vote. NO -
*NO* My Singing Monsters Playground "A Vibe in the Air"
prophetik music replied to Emunator's topic in Judges Decisions
opens with a backbeat feel. off-beat guitar is a little loud, as is the eventually melodica (??) lead. not having a pad here to fill out the chords makes it feel a bit empty in the early section. there's also a good bit of panning so the lead and organ that comes in later is a little wider than expected. there's a bit of a drum break at 0:41, and that goes right into the air theme at 0:55. that same lead finally stops playing at 1:08 and its nice to hear something else for a bit. i really didn't care for the tone of the melodica lead and it just kept going with no real break. there's a recap of the water island theme and the organ continues to do interesting things in the background. 1:35 is a shift in the drums and organ - sounds like the organ gets a chance to do a bit of a solo - and then we have a second recap of the water island theme (this is, i think, copied directly from 2:01). there's a fade-out and it's done. i think there's a lot going on here that's good. i like the overall vibe of the arrangement - i think you are pretty close to nailing the backbeat-style chill feel. i also like the use of drums and bass overall. i think the drums have a lot of copied patterns and could use a bit of variance once and a while, and i definitely found the melodica lead to be grating and over-loud - i can't help but wonder what it'd sound like with a different lead used for part or all of those sections. separately, i thought that there is a general lack of anything to help ground the chords for each section - a light pad would do wonders to help clean that up. lastly, mixing up the presentation of the water theme that's repeated several times (add some personalization each time!) and the countermelodic content behind it would be a great choice. i think this is fun, and pretty close. there's a few things to fix and then i think it's there. NO