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Movie vs game, your comment made me think about that, and I have my own thoughts on why you are getting that impression listening to this soundtrack. I definitely structed the tracks more for the listening experience in isolation, than how they would be functioning in the game. If you want to share your own reasoning in more detail, please feel free! I think it could be useful, or at the very least interesting. :) 

Regardless, thank very much for your kind comment! 

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For most of the tracks, I cannot imagine how they can be looped. The difference between music sections is so large. I'm not sure how they feel in a real game

"Setting Sail" for example. the first 2/3 is in an epic sound, The brass and percussion really make it good. But suddenly, it goes quiet. I'm not sure why they differ so much and how a game scene could use it.

Maybe you're making a sound for the cutscene or the player is programmed to reach a certain point at exactly the time when the music changed.

Maybe you've combined two tracks into one. "Waves, Pirates & Sea Monsters" for example, I will cut it into two tracks, one is "Waves, Pirates & Sea Monsters (Loop)" and a "Waves, Pirates & Sea Monsters (End)" so the developers can use them more easier.

I think my concerns are more in "how the developers are going to use them". They are not loopable. Neither is the music structure nor the music design. That's why I said, "they sound more like tracks for movies instead of a game".

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Making music is completely different from making an OST.

The better the game is, the less dominating the music should be. Back to the SMB age, the game is simple and the composer can use attractive melodies to boost the playing experience. But in BoTW, the soundtracks are more like decorations. The usage of BGM is, well, just to add some ambient sound so the game is not that quiet. And the player may focus more on the gameplay.

I tend to not use brass and heavy percussion in soundtracks. At least not playing them for a long section. They are so attractive. It will distract the player from playing. And, sadly, if play it for a bit longer, it would be even more annoying. "Hades" for example, uses electric guitar a lot in its tracks. However, it lowers the loudness so it won't distract the player.

I completely agree that your tracks are well-made. They are emotional, they are well organized and I like the sounds you picked. I'm just a bit concerned about how they work in a game.

Thank you very much for sharing, just the thoughts I were asking for! :)

Be well Colin!