Dear SWC participants,
I apologize for the delay. As promised, I wanted to add some feedback to the submitted entries.
One thing that stood out to me the most:
I am aware that you might have certain limitations on equipment. May it be the accessibility, or usability (e.g. "too loud") - I totally understand that. However, it seems to me that a lot of you, if not all, either just use headphones for mixing, or do not cross-check to see how well the production would translate to various playback mediums (simple EQ settings would already do the trick). There were sometimes stark contrasts between playback on old 2" active PC speakers, compared to a pair of Beyerdynamic DT990 headphones. On headphones, you could often hear more intricate details, and certain mixes also felt more balanced. While on speakers, at least on my end, certain things were emphasized drastically that highly influenced the overall listening experience. Maybe this is worth addressing for you in the future, as this is a recurring topic.
Then, aside from some productions not really fitting to the given parameters, the second biggest topic is:
The mix. For this particular genre, both the guitars and the drums can make or break the experience. Most notably, it's the guitars being the driving force. I apologize if my tone feels harsh in places. However, this month I focused on "what could be improved" - should you choose to go back to your creation.
I might actually reach out to one or even two of you in private. This month, we had a several entries that could be
suitable candidates for a future Mix(ing) Challenge. And considering that we barely have any material for 2023... who knows, maybe you're up to the task of becoming a client / Song Provider.
On to the feedback for SWC063:
@Arelem
I already gave extensive feedback through both the forum and
Discord regarding the guitars (I also provided screenshots and audio demos in private). I am still not a fan of how they are mixed, the jump of the stereo field is just a bit too much for my taste, and the flanged guitar is also a bit too much.
This is where music/making music is a highly subjective topic - I would have pulled back on the reverb overall. Then work on the vocals with a different EQ and reverb (to get that "higher being" feeling), then try to blend it into the arrangement. The instrumentation would have been a bit more raw, guitars definitely more pushed (knowing what samples were used: compressor > maybe two distortion pedals in series for more effect > hi-gain amp, and then subtle delay to add some "movement"), drums definitely more up-front. The snare is barely noticeable, so are some of the cymbals.
The original idea had quite the potential, with a touch of "Sisters of Mercy" (vocals), blended with "Doom Metal" concepts. What didn't work for me, was the super intense reverb clashing too much with the rest of the instrumentation. Interesting approach, but unfortunately the mix suffered a lot due to that.
@alavault
An interesting attempt at Power Metal, blended with Electronic Instruments (synths). So many great ideas, quite the interesting soundscapes even (I do like the bass, which works great on both small speakers and headphones). Unfortunately, what really throws me off here, is the often "out of beat" stuff that is happening. Especially in the beginning (there are also many pops and clicks... are these loops?). Due to this, the production feels sloppy, the drums are dragging, then the guitars drag, as if these tracks run against each other. It accumulates so far as that there are micro-beats beat missing (most noticeable at the 1:14 and the 1:30min) mark. The second half of the song is fine. Such a pity - otherwise it's amazing.
If you were to go back to the production, your first task would be, as bad as it sounds, time align things. Or play better "on time" (considering that we're talking live guitars and bass). Then the next task would be to clean up the sound cluster. Give the guitars a bit more upper mids, layer the "lower chords" with the "higher melodies" better (with EQ or different used amps) to have a better distinction. The drum could either use a different snare, or one that feels more "beefier" (more low-end). Else it feels weak in comparison to the rest of the production.
The second half of the song feels way more coherent and picks up quite the drive at the 3:15min mark. But the mix is sadly the weakest part.
@becsei_gyorgy
Another attempt at Power Metal / Symphonic Metal, this time with samples and a nice female voice on top (which has a touch of "Delain" and/or "Within Temptation"). There are really great ideas here, and even though samples were used, they are well masked. Yet again, the mix is the weakest part.
Example: the rhythm guitars (compared to the bass) could definitely have a healthy dose of either the 1,3kHz or 3,3kHz range. The lead melody guitar could be louder, and also get a healthy dose of high mid EQ. The drums in comparison are too loud and feel "too dry". To remedy this, I'd actually give the snare a dedicated reverb (warm plate) and make it more noticeable. I also miss that ride cymbal in the mix. On headphones, it is more apparent that the snare might not be ideal for this production (funny enough, this is Addictive Drums yet again -- but ADD2 got such a sound uplift). Not only that, a lot of intricate details only surface here (like subtle choir and pads).
If you rarely dip into the heavy metal genre, this was a really good attempt. I'd love you to see the mix being revisited at some point.
@Dear David John
I've heard this production "behind the scenes" before David decided to post it to the public, and I really enjoy the "metalcore" aesthetics. One of the hardest hitting productions this month. Great guitar and drum work (even if a tad on the brighter side). Although I am not a fan of the reverb on the vocals, most notably on the verse and pre-chorus vocals (which is only emphasized on small speakers). This is where I'd adjust things, pull back on the reverb to make things more "intimate" (also... maybe a touch too much upper mids on the verse vocal takes), only to then be pushed into a wall with the screams (which are amazing), and then balanced out again with the chorus/doubled vocals (who feel a bit too centered, actually).
This production is definitely one of the highlights this month, IMHO and all that. I really hope, should we revisit harder hitting music genres like this November, to hear more like that.
@EsteveCorbera
While I like the idea of an "Action Theme", this definitely feels more like a soundtrack than anything. Sadly not close to metal at all. The guitars are too tame (as in: the chord guitars could have been pushed with heavier distorted amps sims), the drums are too loud for this particular production (on headphones, the super bright drum kit even sounds like a sharp knives), the synth towards the end is also way too loud. Repetition is a topic as well.
Nice attempt with going more towards the more heavier side of "Rock Music", and you did create something in the first place. So kudos to that -- you can be (and should be!) really proud of yourself. This is what the Songwriting Competition is about.
However, you sadly didn't stick to the given task this month. I'm sorry.
@mobiledrummer
What can I say... I really like the ideas you've presented here, I even like the initial mix (it's a bit "slow" for Heavy Metal, but also not quite pure "Hard Rock" either -- it all comes down to the sound design). However, it is clear that there is something "missing", and it isn't a vocal take, or a lack melodies, or the guitars chords. It's actually the "bite" (and overall balance).
Some things I'd do different, even with the tools that have been at your disposal: Addictive Drums' weak point has always been the snare, and the used reverb. Never been a fan of it (especially Addictive Drums 1). Maybe dial that back, tune the snare as well so that it has a bit more sustain and "rattle", pull it down by -1dB to let it sit better in the mix, kick just a smidge less click-y (it's super boomy on headphones). The big topic here are the guitars.
Now Strum-GS-2 isn't "bad" per se, it has a nice rhythm and feel. Although, the leading "rhythm part" comes from the left side, while the right plays straight chords (this definitely feels more classic rock). The weak part here is the used amp setup. You just didn't use enough distortion. Considering you've used Helix Native, you could have run a compressor > drive pedal > hi-gain amp (like the Ubersonic, the Revv, or the ANGL Meteor). More distortion, and therefore more perceived low end. The lead guitar could also be pushed similarly, to let it "scream" through the amp. Then add a fitting delay > reverb combination to let it stand out.
Not going to lie, I'd love to look "under the hood" for this production. Actually experiment in terms of sound design, see where things can be pushed. I wish you would have submitted sooner, and continued working on this after received feedback.
@Olli H
This could count as "Symphonic Metal" attempt for sure. Unfortunately, there are so many things clashing that everything just feels a bit all over the place. In fact, I've been heavily reminded of various metal cover versions of "Wizards and Warriors". That game and OST itself was heavily inspired by gothic imagery and music from the renaissance era. Maybe actually even "Joke Metal" bands from the 1980s (yes, they were a thing).
Great ideas. However, the weakest part here is (once again) the mix. Not only do the guitars clash with each other (especially panning wise), the bass screams for a bit too much attention, the drums also don't provide coherence (frequency wise). Granted, Slate's SSD can be "as metal as it can get", but sadly not in this case (it's a bit too much). You can clearly hear the issues on small speakers or a playback medium where you don't have a balanced frequency spectrum. It's once more different on headphones.
The things I'd address, would be finding a better balance between the drums and the bass first. A slightly more quiet bass and/or blending the DI with the amped signal, to have more low end. The reverb on the drums being pulled back or maybe of different variety (perhaps start with the snare only... warm room/plate, subtle first, then go from there). For the guitars, less reverb, more "tight" played for the rhythm parts, "lead" melody in center, rather than having two melodies that battle against each other on the left and right speakers. The vocals can remain as is, but they're also sitting too "on top" of everything.
The main focus here is "finding balance".
@Treyt
Now this production kicked off the biggest arguments this month. Including it not being "Metal", rather only "Metal-esque" (with too much pop influence). However, "Trance Metal" is a thing - heavy use of synths, sound effects like glitching, or even the use of synthetic drums rather than plain acoustic ones (as in: blended/heavily altered). I've mentioned a couple of examples for this genre already. Like Blue Stahli, PassCode, to a certain extend even Celldweller. I also know Treyt's usual sound design ideas from other songwriting games. This production is definitely more inspired by "Machine Supremacy" (SID Metal), meeting Industrial / Electronic / Retrowave (see "The Protomen", maybe even Carpenter Brut, Sergei Primal or myrtorp). Plenty of interesting ideas. I legit see nothing wrong here general production wise...
...except for the vocals. And here I have to agree with the general feedback. Glitching, I would have had no problem with (I actually anticipated even). However, the auto-tuning is just too strong and distracting. Which (arguably) pulls this production more towards pop. Same goes for doubling of some of the vocals. Here I'd "pul back" and either mix those along more subtle, or experiment more with sound effects (like: radio voice / bandpassing, etc) to separate the parts and make them more interesting. The "screamo" part could have also been stronger and more aggressive. One of the tricks I would have used, is a pitched down and distorted parallel track (subtly mixed in for emphasis).
Guitar wise, I would have added a bit more upper mids before morphing it with a synth. Just to have a bit more "bite". And overall the production feels a bit compressed. If you switch over to headphones (with large speakers drivers), you also notice that this production has a strong emphasis on low mids, making things sound a bit dull. And here the vocal effects are even more apparent than on small speakers.
A lot can still be done with mix. A revisit might be a worthwhile time investment.
@VCA-089
If this is really your first time with this genre, you definitely have some interesting "Industrial Metal" ideas with so many intricate details (like your productions usually have). However, aside from it borderline being a bit "too soundtrack like" (the last third of the song tries to remedy that)... and as many other productions this month, it's the mix that is holding it back.
For example... the drums (Addictive Drums) is what's dragging the production down a bit too much. While the snare itself isn't bad (overall tone), it's the EQ and the reverb, which turns this into a mid-heavy monster that wants to break out of a metal box (reverb). This really sticks out like a sore thumb - especially on small speakers. The guitars are another topic. While UJAM is a nice attempt to revive old Steinberg "Virtual Guitarist 2", it sadly is but a shadow of it's former self (they just sound too synthetic, IMHO!). I'd have used a different amp setup. Maybe even more compression > drive pedal > amp > gate (for aggressiveness). Just to mask the rhythm section some more. Same for the lead guitar. You can really hear that this is a sample based instrument, that lacks some slight modulation (imperfections of the strings due to the fingers - I know, the RealGuitars aren't easy to control!), and I would have also used more input gain before hitting the amp, then blend it in with a suitable delay/reverb combo.
On headphones, you also notice the rhythm guitars being too wide, the lead guitar drowning a bit too much (because of too much low mids), and the drums basically taking over everything. If you can revisit this production, please do. Maybe also pull back the sound effects a bit to make this feel a bit less "soundtrack" heavy.
SUMMARY:
There have been some interesting productions this month. Even with the new vote mechanics, it's still not easy to make a suitable selection, so that we have a healthy balance of instrumental and vocalized productions on the chart.
Rest assured, my vote is not really overruling anything - it only "adds" to the points in general.
► Show Spoiler
01 (10pts) - Dear David John
02 (09pts) - becsei_gyorgy
03 (08pts) - Treyt
05 (06pts) - alavault
04 (07pts) - mobiledrummer
You all did an amazing job.
Thank you for participating!