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Short version: you get a 10 for the composition (well for a 1:37 long song atleast) and 7 for the mixing, but the former is more important here so you get a 9.
Long version: Well the intro is pretty sweet. Very suspenseful, very minimal, I'm thinking a scene where the first gang is lurking in the shadows, ready to surprise the others. At 0:11 the other gang becomes aware of the first and then of course the battle breaks loose 30 seconds into the song. At 0:11 the ride cymbals sounded like they were played with a shuffle rhythm, so I thought what is he going to make a battle theme with a shuffle rhythm? Which would have been WAY COOL but not really fit the theme. But you went with a straight rhythm of course, I was just deceived by those sneaky cymbals.
So when it goes into the main part the basic foundation is already there (from the piano thing in the start) and it just works very nicely. Same thing when it goes into that little string break (which, by the way, is when the other instruments get their... wait for it... spring break! Aren't I hilarious!?), the melody here is also a variation of the main theme, but it's got just the right length and adds a nice variation before leading into the main theme. No surprises really, predictable in a good way almost, since you kinda go "oh here it comes... this is gonna be awesome... bam!". Well I didn't really think that but I would have, if the song was mixes awesomely.
Other notes before I go into the cons... drum beat is very nice, fits in perfectly. The instruments all go very well together really, it works since it's basically a standard rock setup with strings and without bass (as far as I can hear). Staccato strings are very nice too.
The guitar sounds... kinda real, I guess? The divebombs and feedback obviously add a lot of realism (and epicness!). Still getting Slayer vibes though. I think it's just a limitation with sample libraries, even if you put an amp simulator on. Almost every sample library of electric guitars have that same unnatural sound unfortunately, especially when distortion is added.
Ok but as you certainly know by now I have a few problems with the mix, which makes me not want to turn the volume up. The high end is very gritty and the low end is very undefined. There are a number of causes for this I think, first thing I notice is the drums are messing things up. The snare sounds like it's got a bit too much bottom and too much reverb. The kick and toms sound like they're competing with something, so you don't get that powerful "thump", just a lot of mud (and an overcompressed low range). What I usually do for cleaning up bass, kicks and toms is boosting a quite narrow area somewhere in the 100-800hz range (a different area for each sound), then cutting everything around it and possibly boost the high mid range to make it snappier. Also put a high pass filter at 300-400hz on everything else. Just a tip, but I find this technique helps tremendously on muddy mixes.
The crash cymbal also sounds kinda ugly btw. :P
The guitars also sound a bit thin in this mix. But the mix is pretty busy so to make the guitars stand out more, something else would have to go, so that's more of a personal decision than anything really.
Uh I need to leave now so I don't have time to wrap up the review. But yeah that's pretty much it. OK KOOL LOL!