Savaged Regime
lazygecko.bsky.social
Savaged Regime
@lazygecko.bsky.social
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What I think happened is that once the entire production pipeline became digital, mastering engineers were afraid of losing their jobs once everyone else figured out that digitial signal transfers are 1:1 thus mastering is not really needed, so their marketing pivoted to arbitrary FX processing.
The mastering industry is mostly a bunch of snake oil leveraging people's insecurities on wanting their music to sound "professional". Used to be a legit discipline in the analog days but pivoted as the loudness war proliferated.
Do you have any extremely niche, but serious, ethical stances?
Heard of Klaus Doldinger's passing and I feel obligated to tell people that apart from the movie scores he also did amazing Fusion back in the 70s
www.youtube.com/watch?v=Jj7y...
Passport - Ostinato (1976)
YouTube video by migno65
www.youtube.com
Don't forget also removing a shade of blue from the palette just so you can add green eyes.
Per-channel waveform visualizers needs to be more normalized outside of the chiptune/tracker scenes. A lot more interesting looking at the individual elements.
First time doing growly FM sax. Very unwieldy with inharmonic noise as a byproduct. I just hope the worst artifacts are buried enough in the full mix. Essentially you have to abuse the hardware LFO at max speed to attain the effect. OP1 feedback values need to be very surgical as well.
I thought we had grown past that frustrating 2000s era when retro gaming discourse was entirely overrepresented by arrogantly myopic American viewpoints setting the narrative, but every now and then it still rears its ugly head.
I swear it broke the brains of those who grew up during that era. I think younger folks who grew up seeing stuff like Terraria as just normal games rather than described as a "quaint retro throwback" with some kind of stigma attached have a less biased outlook without that baggage attached to them.
I think this was also a symptom of anything not following the latest new graphics or genre trends being dismissed as outmoded in the western gaming press. The medium was developing at such a rapid pace in those decades, it fostered rather annoying narratives. Just look at that infamous SotN blurb.
Found this old video of him messing around with and musing over synthesizers which was delightful to watch
www.youtube.com/watch?v=FI-4...
Oscar Peterson Synth
YouTube video by Rodolfo Cortes R.
www.youtube.com
It's a poignant early example of latching on to a single occasional element from a wider musical movement and forming a new branch based entirely around that. Something that would happen time and time again in subsequent genres.
Currently fascinated by Bleep Techno which was an a short lived, almost exclusively UK offshoot from the late 80s that didn't really survive the rapid evolution of dance music at the time. And to really drive home the point this Hypnotone single uses Game Boy imagery for the vinyl cover.
When RPGs rely on tons of mundane battle encounters just to pad playtime, rather than using bandaid measures like these I'd prefer it they trimmed the frequency of encounters and kept the remaining ones more difficult with higher stakes. I think BG3 was great with this and felt like it had no filler
IIRC the main issue is that the encoding process takes many, many hours (days?) worth of GPU use just for a few minutes of audio.
The Follins were really good at thinking outside the box like that. The lead guitar sound in Plok is also very simplistic but it is using occasional flam notes to mimic accentuated string plucks to get more expressiveness out of it.
I remember hearing the waterdrops in Equinox and thinking those sounded way too good to fit in the meager RAM. After inspecting I found that rather than a single long sample it was a short drop sound for the attack, and then a short resonant noise loop is fading in and out to fake the reverb tail.
Souls games generally allow for a lot of variety and expressiveness in how you can overcome encounters. That point seems to be lost on the more vocal fans, and especially in some indie soulslikes where the takeaway seems to be "we really like parrying so let's design our entire game around that".
Hot take but I actually liked the doc robots in MM3 and thought having the original stages recontextualized with harder level design was more interesting padding than the back-to-back castles that became formula in subsequent games. I think they could have really iterated on this concept somehow.
The crux is how the map system leaves more to the imagination and helps you suspend disbelief, while the typical open world rather asks you to turn your brain off all the time when asking why everything is within 5 minutes of eachother.
These old map travel systems felt more immersive than seamless open worlds where everything has to be densely compressed together. I think the move from Fallout 2 to 3 hit me extra hard on this front with the impression the map presentation left on me with the hours ticking by as the dot moved.
It's the original Fairlight orchestra hit but layered with at least 1 extra octave. There's also something distinct about how these octave layers interact with the start/transient of the sound containing the residual glissando or w/e was playing before that recorded snippet ripped out of context.
Sometimes I wonder how self aware some people are are over how little agency and protection they have making a living under these corporate platforms. Even if I knew I could be making more than my (employed) day job as a youtuber or w/e, I wouldn't want to on account of the insecurity it brings.