While I've been collecting audio files and counting votes, I realized that some users barely got any attention (votes) and a lot of files haven't been named properly. Since we've exceeded 4 participants, a "staff balance vote" isn't needed. However, I think it is good to set a positive example and not only give feedback to everyone, but also list my personal "top 13".
I tried to access WAV files where possible - so please, provide them in the future (and not just MP3s).
But before I get into the feedback - a warning:
I know that a lot of the new faces are from KVR Audio's One Synth Challenge. However, this game also has rules. Sometimes even creativity-limiting. But I don't think that it's okay to just drop the (both in the Rules and Guidelines, and in each thread's first post mentioned) naming convention.
For example:
- ollyaudio - only listed the songname
- Richard Clarke - only listed the songname
- toadhjo - only listed the songname, only provided a SoundCloud link that lead to a FLAC file
- trojakEW - didn't even bother to list a songname, neither the user name
- J I L L I A M - only listed the songname
Additional to that, The Exponent's production was only available through SoundCloud in the end - the download was broken.
Please - try to prevent that in the future. I do not want to disqualify anyone.
On to the feedback:
J I L L I A M - Trapped Within The Total Recall-Reality (named Trapped Two)
Ouch, that track is super loud. And the frequency balance is pretty much in the "ear-piercing" territory. I listened to both small speakers and and studio ones. On small speakers (2"), the whole low end is pretty much gone, while on 8" speakers, the low end is there but everything feels just mudded out. Also the filter transition at 0:55 wasn't really great.
I understand the concept of a windy/sci-fi stage (reminds me a bit of good old Sega Saturn Fighting Games, or PSX Battle Arena Toshinden, dare I even say "One Must Fall"). But this was not pleasant to listen to. Also - the track was a bit short at 1:44min
TheNeverScene - Infernal Waste
First impression was very, very positive. A great and interesting mix between glitched sounds, orchestra and electronic instruments. Must have been a lot of work with the "glitching". Although I'm not necessarily feeling the guitars. You wrote that they were played, but they felt really artificial.
The production translates well to both types of speakers (although there is obviously more low end on the 8" speakers). This is something I'd listen on loop for hours on CD for sure. It fits the premise of this month's challenge really, really well. Mix wise, I'd check the lower mids and let the guitars maybe cut a bit more through as well (around 3kHz). It sounds a bit dull overall.
Doctor Bob - Fight or Flight
Very interesting ambient type production. If I read right, the "Vita Series" is stock material from Samplitude (the choirs as well?!)? Interesting and very good sounding indeed. I kind of missed a bit more percussive work though. I was always like "this could kick up a notch" (especially guitars, after the challenge/response in the first half of the production). But then again, a lot of the music of "SoulCalibur" is in that style and doesn't distract too much.
For a game however, I'd love to hear an "alternate version" though (especially one that is a bit more aggressive and fitting to the given premise). Mix wise, I missed a bit of the lowend. Even on big speakers. The first half was great, the second only saw Bass sounds ever so often. But I think you wanted to feature the trumpet section.
I should look into the Vita Series VSTi, maybe I can use them in Cubase or Logic.
Richard Clarke - Fight!
I really felt sorry for you after collecting the votes. Your track was mostly ignored (sadly). But after listening to the production, I now understand why. IMO some missed opportunities there. To me, this sounds like a production that would fit well in a cartoon-type fighter or joke ego-shooter (think Killing Floor), maybe even an RTS (think "Command & Conquer: Red Alert"). But the balance between the "8 bit synth" (which aren't really 8bit) and your rock elements do not work out. It feels a bit like as if you're stumbling all over the place.
What you could try (if you would revisit that track) is to "bit reduce" the 8bit synths a bit more, cut the frequencies higher (low cut), let it feel more like an old arcade than what it is now. The rock part is a bit muddy. I missed the "higher fidelity" here, the "slicing through" the blanket that's lying on the overall production. Good try, appreciate your work. It would fit into a fighting game - but not this one.
Also - your track was shorter than 1:30min (check the Rules and Guidelines again)
ollyaudio - It's Dawn
Right off the bat, I miss a certain explanation of what you went for concept wise, and what tools you used (check the Rules and Guidelines again, please - you're a long-time participant!). The way the production is laid out, it feels like playing in a snowy wasteland and overall very chill atmosphere. Definitely reminds me of mid 90s fighting games.
Sadly this production is fairly loud (especially the drums) and has an emphasis on both the lowend (below 300Hz) and above 8kHz, as if you applied the infamous "smiley curve" during mastering. If you'd reduce the bass from the drums a bit, made them a bit more dry even (less reverb on snare and kick), then maybe this fits better with the overall theme. I like the production, but it's barely scraping by the premise and could see more work. Especially during the bridge section around 3:30min.
ontrackp - It's not a Dream
The production with the Kurzweil K2000 - which I think is the Blade-Runner type bass and some of the flutes, probably the pianos later in the production (sound like it), if not also some of the orchestra percussion and hi-hat (that drum set - loved it with my K2000!). A lot going on in this production, presenting a certain form of chaos. Has that sci-fi fighting game feeling for sure, with a touch of "epicness". But throughout the whole production I was like "can the drums please pick up and/or cut more through?". They are there around the 2:30min mark with the guitar and Slate Drums. But this song feels like "It could have something more. Just a tad though". If SoulCalibur had laser swords, it's definitely there!
As good and as interesting this production is, certain frequencies clash a bit. The bass for example (could be cleaned up if you'd give them distinct frequencies), same goes for the hihat and the higher frequency synths. On small speakers, none of the drums cut through. Only the high hats and later the snare. Which is a pity - but there really is a lot going on in this production. It's also a bit "squashed", the overall dynamic of the production could definitely get a breather ever so often. Definitely loved the ending section!
I'd love to hear a revisit some time down the road - does it fit the premise? I'd say it does, although barely.
andreas.bollden - Final Battle
First impression - just... WOW. This definitely feels like an epic final battle (or bigger battle overall). A good touch of "synthetic brass" which blends well with the sampled Vienna Orchestra (really reminded me of Mick Gordon's Killer Instinct OST). This is what I wanted to hear. And along with TheNeverScene, is among the top tiers of this production.
However, I am not feeling the rolling timpani/kick drums at 1:30 until the end of the song. This sadly clutters up the whole production unnecessarily. Having timpani rolls ever so often is nice, but not for over a minute (also considering that the sustain for some of the drums is really long!). If you tried to simulate a double bass kick drum effect, maybe the sound choice wasn't great. Maybe hits on the 1st and 3rd beat (syncopated) only would have been better. On small speakers, these drums fall off completely (until the last 30s of the production), but they're very, very noticeable on large speakers or those with added subs.
That is really my only complaint here. And maybe that the production is a bit short (and fairly loud at about -8dB RMS). But that is personal preference.
I'd also love to know what Kontakt samples you used...
Clueless (aka M0onocqa) - VGS Fighting Game
This is definitely an interesting production. Lots of lofi sounds, abrupt beats, and a constant feeling of "action and reaction". The "slow motion" feeling definitely shines though, even feels trippy sometimes. Has something of the "Absolver" fighting game/RPG concept. Pity that small speakers (once more) eat up all the low end. On big speakers, things sound fairly balanced. Only the upper mids (so around 2-4kHz) are a bit annoying.
What I find a bit off putting, is the section between 2min and 3min. Now please don't understand me wrong - in the concept of a game this could actually work super well and supportive. But listening to the production on your own, I was like "this section could be cut". But that's personal opinion. I'm one of those that enjoys listening to game music as "standalone product" as well.
Overall - more than interesting concept, completely unexpected. A good first entry fitting to the given premise.
TrojakEW - Pit of Torment
The production that had no proper naming. So for the future - try to prevent that. On initial listen, yet another "What the?! This is AWESOME" moment, and I caught myself pulling up the volume of my speakers pretty much instantly. Well, not surprised - 8DIO samples (Hybrid Series) do provide the main groundwork for this production.
Which brings me to the one(!) thing that really drops your overall score. You created an outstanding production to the given premise. The beat and the syncopated strings work outstandingly well (I tried Hybrid Tools myself, a bit over-processed, however this is what 8DIO does). But why, oh why did you have to add the voice samples?
The premise was not(!) to create a radio play, or simulate a fighting game cutscene,
but create music for(!) a fighting game.
This really saddens me, because your entry is among the highest quality ones, more than fitting for the given premise. And I'd love to have this one on constant loop in my media player. The production is so great, it even translates really, really well to small speakers (aside from the voice samples, which are quite annoying there). But the voice samples (although a great idea), really throw me out of the "inner cinema". I'd really love to hear this production without the added voices.
toadhjo - Spar at the Bazaar
Another reminder to please properly name your files. I was really irritated as to what people meant with "Henry J. Olsen", as this was not the username on the forum. So please, try to prevent that in the future. Other than that, somebody really likes "Street Fights" it seems.
Interesting concept - although just like TojakEW's production, the sound effects are offputting here. Then again, if you'd remove the market sounds (which would come from the game engine, not the OST), the production would slightly fall apart as it feels very spacious (you used a lot of reverb - maybe even a bit too much for my taste). The shouts are also a bit loud. Overall a great and memorable production that also translates well to small speakers.
Nice work! Although, barely scratching by the given premise (blend of genres)
The Exponent - What are you afraid of?!
Is this really a 7 hour production? Your creativity has been definitely put to good use here. This is a production that could work in a club stage, with loud cheering in the background and very hard hitting punches. Free sounds and synths definitely don't need to hide these days - I'm impressed.
The production translates fairly well to small speakers as well. Although the Dubstep grows are really harsh there. You could maybe also dial back the reverb in certain places (especially the arp sounds, while the strings could use some more reverb - although try a bandpassed reverb). The kick drums also need some attention (the Trap one could be a tad more clicky, the Dubstep one needs so more low end), so that they blend better in the overall mix. But then again, during a busy game, this wouldn't distract compared to just listening on CD. The voice sample from DOTA2 also doesn't distract (but... keep copyrights in mind!).
UprightJoe - Sky vs Sea
An interesting production indeed. I definitely get the "two combatants - each standing their own ground" vibe. But in a moderately fast paced fighting game, nobody would really hear the second part of the song (where things start to really grow interesting) and you hear the back/forth. Production wise, I'd have maybe used a different kick drum. Also - the bass guitars really vanishes on small speakers. But the driven synths (the sonar content) works there nicely.
It does have the back and forth feeling, it is a well made production, but it didn't "click" with me for a fighting game to be honest. If I'd create this game (as in, be the producer of the game), we had a longer back and forth and would try to find a good middle-ground for a stage. Maybe even ask you to add some strings here and there, and go a bit more wild with synthetic sounds.
Leonard Bowman - Dueling, Dancing
Ah... the "ballroom dance" scene. Now I understand what other people wrote about this production. It's not like that these kinds of songs found their way into fighting games (especially those with medieval characters - think Soul Calibur again). But it does(!) miss the mark for this particular premise. It feels more like a 2D cartoon fighter than the modern concept this premise was asking for.
The overall production is definitely interesting, but as with "Sky vs Sea" by UprightJoe, I'd probably have a longer back and forth with you and even ask you to change some sounds. Like the drums for example. The piano could cut more through, I'd love to have a bit more electronic elements, etc. At least if we take the current SWC premise into consideration. Else - this song might definitely fit into a RPG, especially with the 8bit elements.
Overall - everyone of you has been creative. As mentioned several times before, if you manage to submit anything, you're already a winner. But despite that, this is still a competition. So without further dancing around the subject, here are my votes.
I went for the "everyone gets points" system that we will go for with SWC019.
► Show Spoiler
13pts - TheNeverScene - Infernal Waste
12pts - The Exponent - What Are You Afraid Of?!
11pts - TrojakEW - Pit of Torment
10pts - Andres Bollden - Final Battle
09pts - Clueless - VGS Fighting Game
08pts - toadhjo - Spar at the Bazaar
07pts - DoctorBob - Fight or Flight
06pts - OnTrackP - It's not a Dream
05pts - UprightJoe - Sky vs Sea
04pts - ollyaudio - It's Dawn
03pts - Leonard Bowman - Dueling, Dancing
02pts - Richard Clarke - Fight!
01pts - J I L L I A M - Trapped Within The Total Recall-Reality
For the future though:
Please take a closer look at the given premise. And please do(!) name your files properly. Bonus: offering high quality renders (WAV).