my creative approach for this was to get the basic track as close to the source material as possible in rock style, i focused on making the bass very prominent to really drive the track along with the drums, from there I worked my own guitar melody for the second part of the song. the gear i used was reason 14 daw using kuassa guitar and bass amp plugins and toontrack drums. my guitar is an ibanez gio and my bass is SDGR.
My last sumbission i was fairly misguided to my approach and ethos, I was told i should be more free with my own creativity so i did that here, I was alos told I should work more on eq and the mastering process,I have really taken the time to hone in on these skills in particular and feel I have done afar far better job this time.
well I hope you enjoy this ^_^
Games & Sources
this is the track i listened to extensively
This is possibly my favorite theme from my favorite street fighter game
after taking good advice from my last submission ,at 0.59 seconds I have adlibbed my own guitar solo work
This is definitely an improvement over the previous submission, but I have to agree with proph here that there's still a lack of personalization to the arrangement in the presentation, as well as two other key issues - one with the programming, and one with the mix. I've been asked to give some tips on the guitar first so we'll start with the mix and how the guitar is related.
When I sum the track to mono, the rhythm guitars vanish! You have hard-panned your rhythms to open up space in the middle, which is good! But you have either duplicated your rhythm guitar track and polarity-inverted it, which causes phase cancellation, or you tracked the same rhythm guitar tone twice and they line up in a perfect way to phase cancel each other. There's too much math to explain, so here's a guide; essentially if you sum your track to mono and can see the meters moving but you hear nothing, you have phase cancellation. I'm not going to pretend that you have another guitar laying around (although that would help solve the problem!), instead I recommend:
It's good to double-track your rhythms! Just make sure you track with different (ideally complementary) tones so that you don't lose the entire stereo guitar pair when summing to mono.
The other main issue I have is the programming on the drums. proph noted the snare having the same velocity throughout - I am hearing the same velocities on all the parts of the kit, especially the hats and kick and snare. Part of making a remix your own is the time spent on dialing in these kinds of details - a drum groove is not just the placement of the notes, it's also the dynamics of those notes! You can largely level out the volume of the drumkit with compression on the shells and cymbals, but you still want to have dynamics in the form of velocity changes on the notes before that. It also sounds like you're missing something for the section :37 - :52; either a cymbal didn't render or this is a jungle tom groove and the toms are missing.
Overall this is a really good demonstration of your progress! It's not ready for the site, but take this feedback and keep improving - we'll see you pass the panel in the future! :D
NO (resubmit)
| # | Наименование новости | Тональность | Информативность | Дата публикации |
|---|---|---|---|---|
| 1 | *NO* Final Fantasy 6 "Looking for Buddies" *RESUB* | 0 | 10.2 | 17-08-2026 |
| 2 | *NO* Kingdom Hearts 2 "Dearly Beloved" | 0 | 9.94 | 07-08-2026 |
| 3 | *NO* Super Mario 64 "Inside the Castle Walls" | 0 | 6.7 | 20-08-2026 |
| 4 | *NO* Final Fantasy 7 "The Riddimfather" | 0 | 10.61 | 30-05-2026 |
| 5 | *NO* Mega Man 9 "Mega Sugar Rush" | 0 | 5.84 | 05-07-2026 |
| 6 | *NO* Sonic the Hedgehog 2 (SMS) "Glitchpond (Chronohop Mix)" | 0 | 7.13 | 15-06-2026 |
| 7 | *NO* Castlevania II: Belmont's Revenge "Prayer to the Clouds" | 0 | 6.18 | 24-02-2026 |
| 8 | *NO* Silent Hill 4 "Room of Angel" | 0 | 8.4 | 07-08-2026 |
| 9 | *NO* Silent Hill 2 "Beginning" | 0 | 6.83 | 05-07-2026 |
| 10 | Lufia II: Rise of the Sinistrals 'Step to the Journey' | 0 | 4.76 | 31-07-2026 |