Critique Please! (rock track)

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tjlee87

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This is not an original song, but everything you hear is recorded from scratch.

Two guitars using Amplitube: one lead, one rhythm
Used another guitar for the vocal (as a temporary substitute)
DI'ed Bass with TSE BOD plugin
Used Superior Drummer 2.0 as my drum kit

EDIT: Track updated on "revision6.mp3"
Humanized drum by using random different layers and velocities
Made guitar less fizzy
Added synth, bass drop, other fx
 

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Sounds good for the most part, but the lead guitar is very dry. If you're going to replace it with a vocal it's no problem. This isn't really my style of music, so I don't know how much my advice will help. The bass drum sounds a little too clicky for this type of pop punk, IMO, but maybe I'm wrong. Overall it sounds good.
 
Thank you, I agree that the kick does sound a little bit clicky with fresh listen. Also, I forgot to mention that the rhythm guitar is on the left and lead guitar is on the right. The vocal track is recorded with guitar as temporary holder, which is panned at the center.
 
I like the song okay. You have a decent platform to work with. My problem is the thing sounds like it was made with a computer. Oh wait, it was. Nothing was mic'd, and it sounds like it. Everything is very direct and robotic. I'm not at all against using sims and programmed drums, but you have to try to make them sound authentic. Well, you don't have to, but if you want it to sound full and rich, you have to work with the various softwares to naturalize everything. The guitars sound thin, fizzy, and two dimensional. There's no hint of the textured punch or chunk that comes from a real speaker. I've used sims myself so I know it's possible to get realistic sounds out of them, but it takes time and effort. The guitars aren't totally bad, they just lack the depth and richness that a real speaker delivers. Try to find it with your sim program. It's in there, you just gotta get it to come out. The drums are excessively robotic. Every kick and snare hit sounds the same. The monotone crashes banging away are a dead giveaway. Real drums don't sound like that. Maybe you don't want it to sound real, and that's cool, but most people do. If you do, then you need to get to "humanizing" the drum track. Vary velocities, or whatever it is that one would do, to humanize a programmed drum track. Vary your cymbal samples so it's not the same exact crash or ping happening over and over. As someone that records real drums, I can tell you that I can hit a crash cymbal ten times in a row trying my hardest to do it the exact same every time. None of them will be identical. Something will vary with every hit. That's the kind of human inconsistency that typically makes drums sound like drums. It's not robotic consistency. Human drummers try to play well and play with good timing and consistency, but even at our best, there are variances with everything. Sure, we can wallop a snare and it will sound mostly the same every time, but it won't be exactly the same. Know what I mean? These are the things that usually separate an obvious programmed drum take from a real drum take done by a human. It's not usually the tone of the drums, and it's only sometimes the programming itself, but it's almost always the lack of humanity that kills programmed drums.
 
I see, huminizing the drums... I guess I overlooked on that since I was so busy auditioning (100's of individual kits!!!) and mixing the kit.
The guitar was originally very warm sounding (placed the virtual ribbon mic probably halfway in between the center and edge) but I used low shelves around 500hz with -15db wide Q so that might be cause for its thiness I think.
Anyway, thanks for your input, it looks like I have a lot do to.
 
I thought Greg's review was on target.

The bass might be a little low in the mix. I had a little trouble hearing it.

I thought the guitar playing was real good.
 
I've improved the track based on the critique. Please give it a listen.
 
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