Showing posts with label Harmonix Music. Show all posts
Showing posts with label Harmonix Music. Show all posts

Saturday, July 19, 2008

Rock Band (Wii)

PlayStation 2 owners were bummed when they had to wait an extra month for the greatness of Rock Band, but that's nothing compared to the seven months Wii owners have had to endure. Despite the lengthy period between the release of the PS2 and Wii iterations, the two games are mostly identical to each other. The Wii doesn't have online play and lacks most of the customization options of the PlayStation 3 and Xbox 360, but it still lets you and three friends form a band to rock the night away--and that's the important thing.

Rock Band includes a wireless guitar, drum kit, and microphone. The game supports a second guitar for bass parts, but you'll have to purchase it separately (FYI: the Guitar Hero 3 controller doesn't work). To use all four instruments at once you'll need to plug the included USB adapter into the Wii and then hook the instruments and wireless dongles into the adapter. Other than the drum kit now being white and the pads feeling a bit softer and bouncier, there doesn't appear to be much of a difference between the Wii hardware and other versions--the instruments are responsive and feel great. While we experienced no problems with the hardware during the course of reviewing the Wii game, it's worth mentioning that previous versions of Rock Band have had issues with hardware reliability that often weren't initially apparent.

There's plenty to do if you're a solo act (you can sing, drum, or strum along to any song), but Rock Band is a game best played with friends. Even without the ability to customize the appearance of individual band members and despite the fact that you can no longer travel the world earning new fans, equipment, and money, it's tremendous amounts of fun to come up with a name for your band, argue over song selection, activate overdrive at the same time, blame bandmates for messing up the end of songs, and swap instruments between tunes. The game mirrors the band experience so closely that nobody wants to be the bass player. Now that's realism!

Rock Band's tracklist features a great mix of songs that includes classic rock, punk, '80s rock, alternative, and modern rock. Most of the songs are performed by the original artists, though there are a few covers. There's music from the Rolling Stones, Aerosmith, KISS, Bon Jovi, R.E.M., The Who, Weezer, Stone Temple Pilots, Radiohead, Beastie Boys, Soundgarden, and many more. There are a total of 63 songs, five more than in previous releases. The five new songs are "Roxanne" by The Police, The B-52's "Roam," "Dirty Little Secret" from the All-American Rejects, Oasis' "Don't Look Back in Anger," and "Rockaway Beach" by The Ramones. The Wii version has no online play, nor does it have the option to download tracks. However, starting in July you'll be able to purchase a disc that includes 20 songs that were previously available as downloadable content on the PS3 and 360. It's not the ideal way to get new tunes, but it's better than nothing.

The visuals aren't impressive, but they're functional and the frame rate is steady. When you aren't too busy rocking, you'll see that while the virtual band that rocks in the background looks pretty cool, they're nothing more than footage of prerendered characters. They don't react in real-time, and because there's only one pre-made video for song, you'll tire of seeing the same routine repeatedly. It's too bad, because seeing your customized characters own the stage was a blast on the 360 and PS3, and it was amusing to see the goofy photographs of your band in the load screens in those versions.

But it's not that important for a music game to look good; it's supposed to sound good. For the most part, Rock Band sounds terrific. The cover songs are generally very well done, and some of them, like "Train Kept a Rollin," are amazingly true to the original. If you don't have a stereo hooked up to your Wii, you're missing out. This is a game that's best played loud. The only (minor) gripes are things you probably won't notice if you haven't played the Xbox 360 or PS3 versions--the crowd is lively but doesn't sing along, and the effects that you can use on the guitar during solos and overdrive don't sound very good (though the normal guitar sounds just fine).

Thanks to a lack of online play and a stripped-down feature set, the Wii version of Rock Band isn't the best one available. But that doesn't mean it's not a great game; it absolutely is. Whether you're a lone rocker or have more band members than Parliament Funkadelic, there are dozens of hours of entertainment to be found here. Short of signing with a shady manager, developing a substance abuse problem, and dying tragically young in some sort of transit accident, there's no better way to live the life of a rock star.

Friday, December 21, 2007

Rock Band (PS2)

Released last month on the Xbox 360 and PlayStation 3, Rock Band was a revelation for rhythm game fans everywhere. By taking the concept laid down by Guitar Hero then multiplying it by a factor of drums and vocals, developer Harmonix essentially set the bar for multiplayer rhythm gaming. Now, Rock Band comes to the PlayStation 2, albeit without quite the wow factor of the previous iterations. The PS2 game includes the same collection of hardware as the last release, as well as the same core gameplay design. However, several key modes are missing--modes that made a big difference in the previous releases and are greatly missed in this one. By all accounts, Rock Band is still a lot of fun on the PS2--it's just nowhere near the ideal version of the experience.

Before we launch into the big recounting for the uninitiated of what Rock Band is, let's just quickly address exactly what the key changes in the PS2 version are for those just looking for differences. The main alteration was to the selection of game modes, of which there are decidedly fewer in this iteration. Online play of any sort has been taken out, along with the ability to download additional content. Not that the PS2 really has any reasonable way of storing downloadable content, but the game disc doesn't include any of the premium downloadable songs that have since been made available on the Xbox 360 and PlayStation 3 either. Customization features are also absent, meaning you don't have the ability to create your own rocker. The game simply uses a smattering of default characters through each song, which is kind of a bummer because creating your own band members and customizing them as you pleased was a big draw of the experience.

Another big draw was the band world tour, the cooperative career mode. A version of that mode still exists here, but it's just a basic set list, à la Guitar Hero's career progression or Rock Band's single-player career. All the added elements, from traveling between venues and cities and earning stars and fans to eventually working your way into the hall of fame, are gone. At least there is some semblance of a way to play a career with your friends, but this version of it is a great deal less exciting.

As much as that all sucks, none of that robs the game of its greatest strength: its gameplay. In a sense, Rock Band is a little like three distinct games built into one. First, there's the guitar game, which lets you play approximately the same sort of game as Guitar Hero on guitar and bass, but with a few key differences. For one, the guitar itself is built quite differently from the Guitar Hero guitars. It's bigger, with a longer neck, and its body feels more solid. The fret buttons are larger, and are flush against the neck of the guitar, and there is a second set of narrower fret buttons all the way down the neck that you can tap on for solos. The guitar even comes with a built-in effects switcher, which puts effects like echo, flange, and wah-wah over the in-game guitar track.

The actual guitar gameplay isn't much different from Guitar Hero, with you strumming along and periodically tilting the guitar to engage "overdrive" (the game's equivalent of star power), but a couple of neat twists do add some flavor. For one thing, solos are given their own scoring section in each song, and the game tracks the percentage of notes hit during a solo. The higher the percentage, the higher the score bonus you get at the end of the solo.

The guitar game is of good quality, though a couple of things about it might drive a few longtime Guitar Hero fans batty. For one, the difficulty of the game is a good deal less challenging than what the hardcore Guitar Hero fan base is probably accustomed to at this point. The goal with Rock Band seems to be more about bringing in newcomers, so as a result, the difficulty level sits somewhere between Guitar Hero and Guitar Hero II overall. Not a bad thing if Guitar Hero III gave you conniption fits, but potentially less exciting for some of the hardcore guitar gamers out there. Also of note is that the note charts for guitar are handled a bit differently, with notes that can be pulled off via hammer-ons and pull-offs appearing as half-sized notes on the chart. It's not quite as easy to see these notes as in, say, Guitar Hero III, so you might end up screwing up a few solos until you get used to this new methodology.

Lastly is the guitar itself. It's a good guitar, but it does some things differently than the standard GH model guitars. The strummer doesn't click when you strum up or down, and the fret buttons seem a bit less forgiving in terms of timing in solos and other, tougher sections. It's not that it's bad or wrong--it's just different, and it takes some getting used to. Also, you're not going to get a ton of mileage out of things like the second set of buttons and the effects switch. Most people will probably forget the switch is even there until they accidentally turn on wah-wah, and sliding down to the second button set is a bit vexing to do just as you're about to head straight into a solo, since it takes a while to get accustomed both to the smaller buttons and to finding exactly where they are on the neck without staring at the guitar for a few seconds. Fake-guitar virtuosos will probably dig it, but most people will likely stick to the standard method.

Next there's the singing game, which closely emulates the mechanics of Karaoke Revolution and SingStar, but, again, with a couple of specific differences. You sing along as the lyrics display on the screen, trying to match your vocal pitch to the meter that moves up and down with the original vocal track. The key thing about singing is that the number of sections where a singer actually gets to do his or her thing is somewhat limited. But even those down moments aren't left for pure silence. Sometimes the vocal area of the screen will turn yellow, indicating for you to "make some noise," which then engages overdrive. There are also sections where you can simply tap the microphone to the rhythm of the song to get a tambourine or cowbell section going.

Beyond these wrinkles, the core of the vocal game design is to just sing, sing, sing...and occasionally rap. If there is any complaint to be made about the vocals, it's that it doesn't leave a lot of room for interpretation. On the higher difficulty settings, the game is extremely intent on you hitting the mapped pitches as closely as possible, even in situations where it seems like the mapped pitches aren't quite exact to what the original vocalist is doing. The same goes for the timing of each word. In some songs vocalists will trail off, but you can't really do that and still get the max score, which makes the vocals feel a bit robotic. Still, most vocal pieces are quite fun regardless, and in a nice touch to help middling vocalists everywhere, you can adjust the original vocal track volume via the controller as you play, so you can use it for as much or as little of a guide as you prefer.

Finally there are the drums, easily the most intense and enjoyable instrument of the bunch. The kit consists of a collection of four color-coded pads and a kick pedal, along with a pair of drum sticks. There's really no reference point for the drums portion of the game except for, well, real drums. You hit the pads in time as you would with a realistic drum kit, and on expert, the game practically maps out each song's drum part note for note. Make no mistake: When you are playing on expert, you are playing the drums. If you can do well on expert, you can probably pull out a decent beat on a real drum set at will. The good news for novices is that easy difficulty does a pretty good job of easing you into the act of drumming. The number of notes is much more limited, kick pedal usage is rare, and drum fills are eased back quite a bit.

Speaking of fills, one really cool thing about the drum portion of the game is that it allows for some improvisation. The way the drums handle overdrive is to give you some blocked-out sections where you can just bust out any kind of drum fill you want. The pads act as a snare, two tom-toms, and a crash cymbal. Go nuts, but just be sure you hit the last crash cymbal note at the end of the fill, at which point you will engage overdrive.

All of this hardware is of the same basic make and quality as in the previous versions of the game. In fact, the PS2 version actually comes with the exact same hardware that the PS3 version comes with, wireless guitar and all. So if you are planning on buying a PS3 at some point, you could get this version and then just buy the new game disc without rebuying hardware down the road. Because the game only comes with one guitar--and MTV/EA aren't selling separate guitars yet--you'll be pleased to know that if you already own a Guitar Hero guitar for the PS2, you can simply use that one.

You might be wondering exactly how reliable the hardware is, given the reports out about issues surrounding each of the different instruments in the initial run of the Xbox 360 and PS3 releases. Harmonix has come out and said that the initial run of instruments had some problems. However, it's swearing up and down that any hardware out on the market past the initial run should be problem free. For what it's worth, our hardware that came with the PS2 version of the game came out of the box unbroken across the board.

That covers all the technicals of the instrumental gameplay, but none of that quite emphasizes how excellent the game is at emulating the act of band play. By themselves, each instrument is basically fun, but when you get four people together playing at once, something spectacular emerges. Part of it is the way in which scoring has been designed for cooperative play. Overdrive can be turned on by anyone, but the more people you have in overdrive at once, the higher the score bonuses. By the same token, if one person in your band fails out of a song, another can simply engage overdrive (provided enough is stored up at that point) and come to the rescue, bringing the player back into the fold. But it goes beyond even the scoring mechanics. There's just something intangibly brilliant about the way having everyone play together feels. For instance, because the drums emulate the real-life instrument so closely, having a good drummer is paramount for success. If your drummer gets off beat, it can badly screw everyone up. Along the same lines, when your drummer is in a solid groove and the rest of the band is able to lock into that groove, the feeling that you're actually performing a song as opposed to simulating one is palpable, and it is quite the exhilarating feeling.

The game's song list goes a long way toward making that multiplayer even more enjoyable. Though the game includes only 45 licensed songs (along with 13 bonus tracks from lesser-known bands), many of these 45 are big-name tracks that are immediately recognizable and span multiple rock genres. Alternative rock fans will find such '90s delights as Weezer's "Say It Ain't So," Smashing Pumpkins' "Cherub Rock," and Nirvana's "In Bloom." Modern rockers will find The Killers' "When You Were Young," Foo Fighters' "Learn to Fly," and Yeah Yeah Yeahs' "Maps." Classic rock fans will delight in being able to rock their way through Black Sabbath's "Paranoid," The Rolling Stones' "Gimme Shelter," and KISS's "Detroit Rock City." Other, less specifically denominational yet altogether awesome songs include The Ramones' "Blitzkrieg Bop," Rush's "Tom Sawyer," and Metallica's "Enter Sandman."

The vast majority of these songs are original tracks from the artists, with only a few covers scattered throughout the tracklist. Only a few of the covers really stick out much. The Geddy Lee on "Tom Sawyer" is a bit overblown, and the singer of Mountain's "Mississippi Queen" is a bit odd sounding as well. But by and large, the covers blend in nicely, and whoever did the vocals for Steven Tyler and Bruce Dickinson on the Aerosmith and Iron Maiden songs respectively deserve some kind of vocalist soundalike merit badge.

The only real problem with the tracklist is that some of the songs aren't the kind of immediately recognizable stuff you would expect in a game that's all about a bunch of people getting together and making elaborate band karaoke. Quick, off the top of your head, immediately think up the melody to The Police's "Next to You," or Molly Hatchet's "Flirtin' With Disaster." None of these songs are unpleasant to play or anything, but they don't quite fit into the scheme of songs anyone can just pick up and rock to, especially on vocals. Heck, just about anyone can probably whine their way through "Cherub Rock" or snarl through "Enter Sandman" on the lower difficulty levels. But Aerosmith's "Train Kept a Rollin'"? Maybe not so much, but perhaps that just depends on you and your friends' personal tastes in music.

In terms of the available feature set, we've already run down what the game doesn't include. You can play solo in quick play or in one of the three solo career modes: one for guitar, one for vocals, and one for drums. These all follow the basic formula laid down by Guitar Hero, with tiers that unlock in order of increasing difficulty. As mentioned previously, there is also the version of the band world tour, though again, it's just the same sort of progression as the single-player career mode. Additionally, there is a cooperative quick play mode, as well as a couple of competitive modes, such as a basic score duel (same instrument, same difficulty, play the entire song) and a tug-of-war mode (same instrument, any difficulty level, trade off sections of the song, try to win the crowd over to your side by performing the best). These modes are about as enjoyable as Guitar Hero III's multiplayer component (minus the online), so if you dug that, you'll definitely dig this stuff.

One of Rock Band's greatest strengths on the Xbox 360 and PS3 was its presentation, and a surprising amount of that presentational quality has made it to this version. The lack of character customization does make the game feel a great deal less dynamic, but the character modeling and animation still look great, and a lot of the visual filters the other versions had are on display here. Granted, it almost seems like the game is just running full-motion video of characters from the PS3 or 360 versions playing because the game uses a lot of the same band members over and over again. But either way, the background stuff still looks great, especially if you're running an HD display and playing with progressive scan turned on. If there's any flaw to be found in the visuals at all, it's that the notes on the note charts are a little on the small side. It's not a big deal in one- or two-player play, but when you have both guitars and drums going at once, it can sometimes be tough to make out whether you've hit a note or not. This is especially true of the PS2 version, where the note hits are even less definitively visible, especially with the drums.

In the end, it's a shame that the PS2 version of Rock Band can't quite measure up to the previous versions of the game, but it's still a lot of fun. The gameplay pops just about as well as it did on the 360 and PS3, and when playing with friends, the multiplayer experience is second to none. The only real issue here is the game's value proposition. It's $10 cheaper than the other versions of Rock Band, but given all the missing content, that difference in price ultimately doesn't add up to a better value. If all you have is a PS2 and you desperately want to play Rock Band, you'll still get a great game if you go this route. But if you have the choice, the Xbox 360 and PlayStation 3 versions rock much, much harder.

Thursday, November 29, 2007

Rock Band (Xbox360)

Rock Band is every wannabe musician's dream. A game that takes the four key instruments one needs to make a band a rock band (guitar, bass, drums, vocals), and builds a highly playable and intensely addictive game around them. To a degree, developer Harmonix got a head start on the process of creating Rock Band when it developed the first two Guitar Hero games, but whereas those games were all about the decidedly solo act of severe simulated shredding, Rock Band goes in an entirely different direction. The solo play has taken a backseat to cooperative multiplayer. This game is all about the act of performance as a band, getting a group of four people together and working together to get the highest score bonuses possible as a group, all while fake guitaring and realistically singing and drumming your way through more than 40 different licensed rock hits. The steep $170 price tag for the game and bundled hardware might prove to be a barrier for entry for some, and in addition, the hardware itself comes with a few flaws. But if you're willing to make the investment, Rock Band is a guaranteed good time for any music lover, and one of the best party games you'll ever play.

In a sense, Rock Band is a little like three distinct games built into one. First, there's the guitar game, which lets you play approximately the same sort of game as Guitar Hero on guitar and bass, but with a few key differences. For one, the guitar itself is built quite differently from the Guitar Hero guitars. It's bigger, with a longer neck, and its body feels more solid. The fret buttons are larger, and are flush against the neck of the guitar, and there is a second set of narrower fret buttons all the way down the neck that you can tap on for solos. The guitar even comes with a built-in effects switcher, which puts effects like echo, flange, and wah-wah over the in-game guitar track. The only difference between guitars in the Xbox 360 and PlayStation 3 versions of the game is the fact that people who buy the 360 version get a wired guitar, whereas PS3 owners get a wireless one. On the flip side, PS3 owners don't get a USB hub to connect all the instruments to, whereas 360 owners do. That shouldn't be an issue if you have an older PS3, but if you have a newer one with the two USB ports, you'll need to buy one of those hubs separately. It's also worth noting that you only get one guitar with the bundle on either platform, but if you own a Guitar Hero guitar for the 360, you can use it with the 360 version of Rock Band.

The actual guitar gameplay isn't much different from Guitar Hero, with you strumming along and periodically tilting the guitar to engage "overdrive" (the game's equivalent of star power), but a couple of neat twists do add some flavor. For one thing, solos are given their own scoring section in each song, and the game tracks the percentage of notes hit during a solo. The higher the percentage, the higher the score bonus you get at the end of the solo.

The guitar game is of good quality, though a couple of things about it might drive a few longtime Guitar Hero fans batty. For one, the difficulty of the game is a good deal less challenging than what the hardcore Guitar Hero fan base is probably accustomed to at this point. The goal with Rock Band seems to be more about bringing in newcomers, so as a result, the difficulty level sits somewhere between Guitar Hero and Guitar Hero II overall. Not a bad thing if Guitar Hero III gave you conniption fits, but potentially less exciting for some of the hardcore guitar gamers out there. Also of note is that the note charts for guitar are handled a bit differently, with notes that can be pulled off via hammer-ons and pull-offs appearing as half-sized notes on the chart. It's not quite as easy to see these notes as in, say, Guitar Hero III, so you might end up screwing up a few solos until you get used to this new methodology.

Lastly is the guitar itself. It's a good guitar, but it does some things differently than the standard GH model guitars. The strummer doesn't click when you strum up or down, and the fret buttons seem a bit less forgiving in terms of timing in solos and other, tougher sections. It's not that it's bad or wrong--it's just different, and it takes some getting used to. Also, you're not going to get a ton of mileage out of things like the second set of buttons and the effects switch. Most people will probably forget the switch is even there until they accidentally turn on wah-wah, and sliding down to the second button set is a bit vexing to do just as you're about to head straight into a solo, since it takes a while to get accustomed both to the smaller buttons and to finding exactly where they are on the neck without staring at the guitar for a few seconds. Fake-guitar virtuosos will probably dig it, but most people will likely stick to the standard method.

Next there's the singing game, which closely emulates the mechanics of Karaoke Revolution and SingStar, but, again, with a couple of specific differences. You sing along as the lyrics display on the screen, trying to match your vocal pitch to the meter that moves up and down with the original vocal track. The key thing about singing is that the number of sections where a singer actually gets to do his or her thing is somewhat limited. But even those down moments aren't left for pure silence. Sometimes the vocal area of the screen will turn yellow, indicating for you to "make some noise," which then engages overdrive. There are also sections where you can simply tap the microphone to the rhythm of the song to get a tambourine or cowbell section going.

Beyond these wrinkles, the core of the vocal game design is to just sing, sing, sing...and occasionally rap. If there is any complaint to be made about the vocals, it's that it doesn't leave a lot of room for interpretation. On the higher difficulty settings, the game is extremely intent on you hitting the mapped pitches as closely as possible, even in situations where it seems like the mapped pitches aren't quite exact to what the original vocalist is doing. The same goes for the timing of each word. In some songs vocalists will trail off, but you can't really do that and still get the max score, which makes the vocals feel a bit robotic. Still, most vocal pieces are quite fun regardless, and in a nice touch to help middling vocalists everywhere, you can adjust the original vocal track volume via the controller as you play, so you can use it for as much or as little of a guide as you prefer.

Finally there are the drums, easily the most intense and enjoyable instrument of the bunch. The kit consists of a collection of four color-coded pads and a kick pedal, along with a pair of drum sticks. There's really no reference point for the drums portion of the game except for, well, real drums. You hit the pads in time as you would with a realistic drum kit, and on expert, the game practically maps out each song's drum part note for note. Make no mistake: When you are playing on expert, you are playing the drums. If you can do well on expert, you can probably pull out a decent beat on a real drum set at will. The good news for novices is that easy difficulty does a pretty good job of easing you into the act of drumming. The number of notes is much more limited, kick pedal usage is rare, and drum fills are eased back quite a bit.

Speaking of fills, one really cool thing about the drum portion of the game is that it allows for some improvisation. The way the drums handle overdrive is to give you some blocked-out sections where you can just bust out any kind of drum fill you want. The pads act as a snare, two tom-toms, and a crash cymbal. Go nuts, but just be sure you hit the last crash cymbal note at the end of the fill, at which point you will engage overdrive.

If there is any issue to be taken with the game's hardware, it's its reliability. For instance, one of our pre-release kick pedals from the drum kit, which is made up of a somewhat thin piece of plastic hooked into a spring underneath it, actually snapped in half during a particularly heated rendition of The Who's "Won't Get Fooled Again." The other pedals we used for testing held up despite some extreme thrashing, but all the same, our suggestion is that if you've got a Mr. Heavyfoot in your band, tell them to go shoeless and ease up on the pedal slammage a smidge. Another issue is the USB microphone. One of our retail boxes came with a broken mic that cut in and out and wouldn't register our vocals properly. Any supported USB headset mic will apparently work in a pinch on the PS3, and the standard Xbox 360 headset works on there as well, but regardless, that's still a concerning issue. At least EA seems to be aware of potential hardware issues, as a big flyer inside the box explains the 60 day hardware warranty that comes with the game and directs you to an EA Web site. You might want to keep that URL handy if you run into any issues.

Those are all the technicals of the instrumental gameplay, but none of that quite emphasizes how excellent the game is at emulating the act of band play. By themselves, each instrument is basically fun, but when you get four people together playing at once, something spectacular emerges. Part of it is the way in which scoring has been designed for cooperative play. Overdrive can be turned on by anyone, but the more people you have in overdrive at once, the higher the score bonuses. By the same token, if one person in your band fails out of a song, another can simply engage overdrive (provided enough is stored up at that point) and come to the rescue, bringing the player back into the fold. But it goes beyond even the scoring mechanics. There's just something intangibly brilliant about the way having everyone play together feels. For instance, because the drums emulate the real-life instrument so closely, having a good drummer is paramount for success. If your drummer gets off beat, it can badly screw everyone up. Along the same lines, when your drummer is in a solid groove and the rest of the band is able to lock into that groove, the feeling that you're actually performing a song as opposed to simulating one is palpable, and it is quite the exhilarating feeling.

The game's song list goes a long way toward making that multiplayer even more enjoyable. Though the game includes only 45 licensed songs (along with 13 bonus tracks from lesser-known bands), many of these 45 are big-name tracks that are immediately recognizable and span multiple rock genres. Alternative rock fans will find such '90s delights as Weezer's "Say It Ain't So," Smashing Pumpkins' "Cherub Rock," and Nirvana's "In Bloom." Modern rockers will find The Killers' "When You Were Young," Foo Fighters' "Learn to Fly," and Yeah Yeah Yeahs' "Maps." Classic rock fans will delight in being able to rock their way through Black Sabbath's "Paranoid," The Rolling Stones' "Gimme Shelter," and KISS's "Detroit Rock City." Other, less specifically denominational yet altogether awesome songs include The Ramones' "Blitzkrieg Bop," Rush's "Tom Sawyer," and Metallica's "Enter Sandman."

The vast majority of these songs are original tracks from the artists, with only a few covers scattered throughout the tracklist. Only a few of the covers really stick out much. The Geddy Lee on "Tom Sawyer" is a bit overblown, and the singer of Mountain's "Mississippi Queen" is a bit odd sounding as well. But by and large, the covers blend in nicely, and whoever did the vocals for Steven Tyler and Bruce Dickinson on the Aerosmith and Iron Maiden songs respectively deserve some kind of vocalist soundalike merit badge.

The only real problem with the tracklist is that some of the songs aren't the kind of immediately recognizable stuff you would expect in a game that's all about a bunch of people getting together and making elaborate band karaoke. Quick, off the top of your head, immediately think up the melody to The Police's "Next to You," or Molly Hatchet's "Flirtin' With Disaster." None of these songs are unpleasant to play or anything, but they don't quite fit into the scheme of songs anyone can just pick up and rock to, especially on vocals. Heck, just about anyone can probably whine their way through "Cherub Rock" or snarl through "Enter Sandman" on the lower difficulty levels. But Aerosmith's "Train Kept a Rollin'"? Maybe not so much, but perhaps that just depends on you and your friends' personal tastes in music.

Clearly Rock Band's focus and ultimate strength is as a multiplayer game, specifically a cooperative one. This is also evidenced by the game's somewhat less captivating single-player element, at least compared with its multiplayer game. You can play solo in quick play, or in one of the three solo career modes, one for guitar, one for vocals, and one for drums. These all follow the basic formula laid down by Guitar Hero, with tiers that unlock in order of increasing difficulty. One nice thing is that each instrument's career offers a totally different track order, scaled to the difficulty for that specific instrument. The other cool thing is the fact that you can customize your own rocker for each instrument. You start out with some basic edits, and then as you go, the cash you earn in the career mode lets you buy all sorts of wicked rock garb, tattoos, haircuts, and the like. But as far as the progression of the career itself is concerned, it's pretty boilerplate. Nothing of note really happens during the course of the career, and it ultimately lacks the dynamism of the band world tour mode.

Band world tour is the co-op career mode. Two to four players can create their own rockers and start rocking right away, and band members can jump in or drop out at any time, so long as the profile of the band founder is always signed in and playing. The mode is essentially a much more fleshed-out version of the same sort of tiered career mode as the solo tour. You start out as a nobody band, playing the teensiest club in your hometown. As you play gigs and perform well, you'll earn more fans, which helps propel your band ever forward toward rock stardom. You also earn stars in each gig, and the more stars you collect, the more gigs that will unlock in each available city.

This mode is, in a word, addictive. Working to gather as many fans and stars as you can becomes almost compulsive after a while. If you've got friends with you willing to stick it out, you could potentially lose a lot of hours of your life touring the world. Another thing that makes band world tour so cool is the presentation of it all. As you grow your fan base, you'll earn the opportunity to get a crappy van, then a tour bus, and even a jet. You'll have the chance to win another band's roadies, hire a sound guy, get signed to a label, and eventually work your way into the hall of fame. It's an awesome experience, to be sure.

The mode itself never actually ends, letting you continue to earn fans and keep playing gigs, though after a while you will forced into the higher difficulty settings, which potentially spells trouble if you start running into songs you don't really know yet, and you eventually start to run into a fair amount of song repetition, especially if you haven't already unlocked all the game's songs in the solo tour. Starting out fresh guarantees you'll be playing a lot of the same songs again and again from the very beginning. If you unlock everything in solo, the tour opens up a great deal. While 58 songs might seem like a lot to pick from, you're still going to end up repeating songs a fair amount, especially when you do the special challenges, which automatically pick random songs for you.

It is perhaps a good thing, then, that Rock Band is supported with lots of downloadable content. Several song packs (including artist packs for bands like Queens of the Stone Age and Metallica), single-song downloads, and full-album downloads (The Who's "Who's Next" will be the first) have been announced thus far. Pricing on these songs is slightly cheaper than the Guitar Hero song packs, but not so much cheaper that you won't notice the hurt on your wallet if you start splurging for every song that comes along. Still, the idea of getting regular downloadable content is great (Harmonix and MTV are apparently going to start out by releasing songs on a weekly schedule), and the full-album download idea is awesome. Even better, any song you download makes its way into the rotation in the band world tour, which should alleviate some of the repetition over the long haul.

The one truly unfortunate thing about the band world tour mode is that it isn't online. That might be a dicey prospect for those without regularly available friends with a similar love of music games. The good news is that there is an online co-op quick play option, so if you and your buddies just want to get together and play single songs as a band for fun and high scores, you can. The online also includes competitive options, such as a basic score duel (same instrument, same difficulty, play the entire song) and a tug-of-war mode (same instrument, any difficulty level, trade off sections of the song, try to win the crowd over to your side by performing the best). These modes are about as enjoyable as Guitar Hero III's online component, so if you dug that stuff, you'll definitely dig this. The online modes also performed well across the board, with no noticeable lag while playing.

Perhaps one of the best things about Rock Band is its presentation. The in-game visuals are of very high quality, with great character modeling, top-notch animation work on each musician, and lots of neat lighting and visual effects during the course of the performance. And the best thing about all of that? None of it causes the game to slow down whatsoever. The note charts stay steady no matter how much craziness is going on in the background. If there's any flaw to be found in the visuals at all, it's that the notes on the note charts are a little on the small side. It's not a big deal in one- or two-player play, but when you have both guitars and drums going at once, it can sometimes be tough to make out whether you've hit a note or not. Also, if you're trying to figure out which version of the game to get, visuals won't make much difference. Both the Xbox 360 and PS3 versions of the game look pretty much identical to one another.

The presentational quality goes well beyond the visuals. Everything about Rock Band just feels authentic. It's the little details, like how some arenas will put your band's name in big lights behind you on stage, or how when you're performing well the crowd will start singing along with the vocalist. Awesome stuff. Heck, even the game's loading screens are cool, offering up some neat band trivia, as well as dynamically generated band photos featuring your created musicians in a variety of delightfully exaggerated rock poses.

All told, Rock Band turns in an absolutely stellar performance. And much like any real band worth its salt, it's not just because of one or two things that it does well while the rest fall by the wayside. Each individual component of the game is good on its own, but it's when you put those things together into a collective whole that the game truly shines. Ultimately, the $170 investment is bound to be a sticking point for some, especially those who don't have readily available friends who can come over and rock whenever the itch needs to be scratched. But even with that caveat in mind, Rock Band is easily one of the most ambitious music games ever produced, and that it is so successful in its ambition makes it something really special.

Tuesday, August 7, 2007

Guitar Hero Encore: Rocks the 80s (PS2)

You knew this day would come, the day when Guitar Hero went the way of other popular rhythm game franchises, releasing pseudo-sequels and expansions that are really just batches of new songs with little to nothing in the way of gameplay or feature upgrades. Guitar Hero Encore: Rocks the 80s is the first for the series, an expansion of sorts to Guitar Hero II that offers up 30 new tracks with a decidedly 1980s bent. Everything else is basically how you remember it from GHII, including most of the same characters, venues, and modes, but now everything's been tinted neon to indicate that, yes, this is very much the '80s. In theory, such an expansion could be an extremely welcome addition to any Guitar Hero fan's library, but Rocks the 80s doesn't quite deliver on its promise. There's a good chunk of significant '80s hits on here, as well as a few inspired, lesser-known choices, but at a price tag of $50, 30 mostly solid songs doesn't sound like such a great deal.

Getting right into the soundtrack, Rocks the 80s deserves credit for not just going the easy route and churning out nothing but cheesy hair metal tracks. Certainly there's plenty of that on there, with big-time hits like Ratt's "Round and Round," Poison's "Nothin' But a Good Time," Winger's "Seventeen," and Twisted Sister's "I Wanna Rock" all on hand. But then you also get lighter rock tracks, like Asia's "Heat of the Moment", pop rock tunes like The Romantics' "What I Like About You," and new wave classics like The Vapors' "Turning Japanese" and Flock of Seagulls' "I Ran." You'll even get some neat choices from the underbelly of '80s rockitude that might not be immediately familiar but are a lot of fun to play, like Oingo Boingo's "Only a Lad," The Police's "Synchronicity II," and .38 Special's "Hold On Loosely."

Of course, it's not all good stuff. Roughly two-thirds of the tracklist could be considered fun either because it's a cool song to play, or just because it's a big hit with a memorable riff. The rest scrapes the bottom of the '80s barrel like a fourth run of I Love the '80s. Does anyone besides those who spent the entirety of the decade inside seedy metal bars even remember who Faster Pussycat is, let alone the song "Bathroom Wall"? "Radar Love" is a heck of a song, but seriously, the White Lion version of it? Not the one you really want to be playing. And while the inclusion of a faux-80s song from joke-band Limozeen is mildly amusing, it's the sort of thing that would have just been a throwaway bonus song in another Guitar Hero game.

At least most of the covers are quite good, and there are even several original master tracks, including "Round and Round" and "I Ran." "I Wanna Rock" is also a master, though it's from a much later Twisted Sister release. It sounds a little like Dee Snyder at the front of a Twisted Sister cover band, and it sticks out like a sore thumb.

Those flaws aside, the tracklist is ultimately pretty solid. It's as eclectic a mix of songs as you'll find in any of the Guitar Hero games. The real trouble is that there's just a lot less to it. Thirty songs for what basically amounts to an expansion sounds about right, but $50 for those 30 songs is pretty much a rip-off, especially when you consider that both the original Guitar Hero and Guitar Hero II (sans included guitar) had way more songs, and cost just as much. It doesn't help that there's no new supplementary content in this version, and in fact, some of the content from Guitar Hero II has been out-and-out removed. There are fewer characters to choose from, the Stonehenge stage has been cut, and there are no bonus songs of any kind to unlock past the core 30 tracks. On the plus side, you do still get all the same multiplayer modes for the new songs, as well as the excellent practice mode.

Presentation has been altered a bit as well. The characters and venues, as well as all the menu systems, are holdovers from Guitar Hero II, but everything's been tinted with neon and pastel colors, and the playable characters (the other guys on stage are completely unaltered) have been dressed up to look definitively '80s. But no amount of Flava Flav clocks, sweatbands, and pink tank tops can change the fact that this stuff all belongs to Guitar Hero II, and is just being recycled here.

Ultimately, Rocks the 80s is for Guitar Hero diehards only. There are some excellent songs in here, to be sure, and the gameplay is as fun as ever. But with such a decisive lack of content compared with other GH releases, not to mention the slightly insane price tag, Rocks the 80s feels like a quick-and-dirty cash-in. It's one you'll probably still have a good time with, but it's dirty all the same.

Tuesday, July 31, 2007

Rock Band - Preview (PS3)

Guitar Hero was just a jam session compared to Harmonix's next effort, Rock Band. We got to try an early version of the ambitious new rhythm game at an Electronic Arts press event in advance of E3. (EA is merely distributing the game to retail; Harmonix and new parent company MTV are handling the actual development and publishing duties.) As rhythm game fans are no doubt aware, Rock Band will flesh the core Guitar Hero concept out into a full band experience, featuring lead guitar, bass, drums, and vocals. In other words, Harmonix is basically blowing the doors off the original formula it helped create a couple of years ago. EA had prototype guitar and drum controllers, a microphone, eight demo songs, and a case of Pabst Blue Ribbon on hand at their event, and for some strange reason, we felt compelled to spend all our free time at the event glued to the Rock Band Demo kiosk. Let's just say it wasn't the free beer that kept us there.

Of course, you've been clamoring for Rock Band's set list as much as we have, so here's what Harmonix had to show at the demo: The Who's "Won't Get Fooled Again," David Bowie's "Suffragette City," The Hives' "Main Offender," Weezer's "Say it Ain't So," Nirvana's "In Bloom," Blue Oyster Cult's "Don't Fear the Reaper," Black Sabbath's "Paranoid," and Mountain's "Mississippi Queen." Even better? All but the last two of those songs will appear as original recordings by the artists themselves in Rock Band. Harmonix is leveraging MTV's enormous record-industry clout to ensure that as many original recordings as possible will appear in the game; purportedly, the only songs which will be covered in a studio are the older ones for which no master tapes have even survived.

On the gameplay side, Harmonix hasn't messed with what's already worked in multiple Guitar Hero products. Mechanically, the two guitar players in any given song will see the exact same fret-board-based five-note patterns they're familiar with. The drummer will see his patterns in the middle, between the two guitar tracks, and this track will show only four notes, to correspond to the four pads on the drum controller. A solid line will appear on the drum track indicating when you need to hit the bass drum pedal. Finally, the song lyrics will run along the top of the screen, using a style similar to those you've seen in numerous Karaoke Revolution and SingStar games before, and singers will get to hit the mic with their hands to approximate a tambourine or cowbell in some songs. If you were wondering how Harmonix was going to fit all this gameplay onto a single screen, you'll see in the screenshots that there's still plenty of room left over for denim jackets, mohawks, and flaming frets in between all the gameplay interface elements.

If Harmonix hasn't shaken up the gameplay model that made Guitar Hero great, it's certainly bolted some interesting new mechanics onto that model. Like in Guitar Hero, you'll build up a points multiplier as you play without missing a beat, and this time around the bass player can achieve a 6x modifier, compared to 4x on the other roles, because bass can get a little dry sometimes. Harmonix is specifically emphasizing Rock Band's multiplayer action with some of these new features. For instance, sometimes you'll hit a "unison phrase" section of a song that will require all players to perform perfectly for the duration of the phrase to nab a big score bonus. Luckily, all players can select their own difficulty levels before a song, but if one of your bandmates fails out of the song, you'll be able to bail them out by pulling off exceptional performance.

You'll actually get to go off the rails from time to time in Rock Band and freestyle a little. Singers will encounter sections where they can sing (or shout) whatever they want for big points (the louder the better, of course). Similarly, drummers can play their own fills during preset sections of the song. But the best of these features, from what we saw, was the wild full-band flourish that happens at the end of a particularly rollicking song. You know how a good band will draw out the end of a big song and improvise for a few bars before pulling off a huge simultaneous finish? Yeah, you get to that in the game. Everyone will flail on their instruments (or scream into the mic) as the points rack up and the song finishes with a big bang. Hey, we saw it work brilliantly in action--this is going to be a half-decent party game, we're pretty sure.

Harmonix is going all-out to extend the Rock Band experience beyond your own console. For starters, you'll be able to create your own rocker by choosing from tattoos, ripped jeans, piercings, and various ridiculous hairstyles. You can use that custom shredder in the game's four-player online mode, but even better, you can join up with some friends to create a persistent band that you'll all belong to, even on the Harmonix Web site. Our favorite part, though, is that the game will generate custom loading screens and band T-shirts based on the custom appearances (and presumably, on the silly name) that you've come up with for your characters and band.

So about those controllers. As we mentioned, the devices EA had on hand weren't finalized, but the new Fender Stratocaster-style guitar controller and the drum kit were looking quite solid. The drums are no-frills--you've got four pads and a pedal. But the guitar blew us away. Unlike the previous Gibson controllers used with Guitar Hero, Rock Band's guitar isn't immediately recognizable as a toy; it basically looks like a miniature Strat. The colors and styling are extremely consistent with the real thing, and there are some nice nods to detail, too. The five-way tone switch on the body actually works, letting you subtly adjust the sound of your guitar in-game. The fret buttons aren't colored on their face--you just get a small colored bar on the edge of the neck instead--which preserves the authentic Stratocaster look. Easily our favorite new feature, though, is the addition of a second set of fret buttons right up next to the bridge for wailing during the most enormous solos. Clearly there are people with a hand in this game who know how to rock with deadly efficiency.

Needless to say, we're extremely excited about the direction Harmonix and MTV are taking with Rock Band. It's not putting the rhythm genre on its ear the way Guitar Hero did, but it's evolving that initial concept to such an extent that it's practically a new experience anyway. Stay tuned for a whole lot more to come on the game next week at E3 and in the months leading up to the game's release on the Xbox 360 and PlayStation 3 later this year.