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While the rhythm-action genre firmly remains a two horse race, with
Guitar Hero and Rock Band continuing to play tug-of-war with their
respective franchises, both series couldn't now be further apart
in terms of ethos and the games themselves. Rock Band developer
Harmonix appears to be the more laboured of the two, wisely restraining
from a third yearly sequel and opting for superb DLC support, along
with strong extensions of the core experience through the forthcoming
tie-ins involving The Beatles and Lego. On the other hand, Guitar
Hero has been all too visible this year with many gamers simply
sick of the sight of it, not to mention alienating some of its long-time
players by moving away from a reliance on hard rock tracks and opening
the sound up to a wider demographic.
Music
games have become big business, with many gamers crying foul over
Activision's over-saturation of the Guitar Hero brand. However,
to suggest that this fifth instalment is a lazy cash-cow or rush
job is to do developer Neversoft a great disservice. Not only is
this confidently the most technically accomplished and refined entry
to date it is also the most promising in the long term. It seems
that Neversoft has finally taken a page out the Harmonix play book
and re-aligned its sights on the downloadable content approach as
opposed to full retail releases every third quarter.
If
anything, attempting to broaden the scope of any franchise so late
into its life is incredibly brave and if you aren't picky about
what you listen to, this nails the balance between heavy and soft
rock perfectly, but as always in this fickle industry, you are never
going to please everyone. That said there is comforting familiarity
to be found here, with the core gameplay mechanic remaining untouched
from World Tour, instead expanded and polished through some brilliant
new features.
The
scattershot career mode of World Tour has been replaced with a more
back-to-basics approach. Each song played will result in a familiar
end rating of up to five stars which is added to your career total.
Reaching certain milestones will allow you to unlock new instruments
and character customisation items. Song-specific challenges allow
you to earn three additional stars per track which are awarded for
meeting specific criteria, such as hitting a set streak of upstrokes
on bass, holding a 4x multiplier for a required period of time or
activating star power a certain number of times in one song.
Depending
on how you perform, you can achieve bronze, platinum or diamond
rewards, with some of the diamond unlockables testing your skills
to the utmost limit. The rewards at this level are greater with
hidden venues and game-altering cheats to be discovered. Challenges
add another layer of depth to the career mode and are complimented
by sponsorship showcases that task you with meeting certain requirements
to impress the suits and earn deals with big name brands. Altogether
these additions make for the deepest Guitar Hero career mode so
far with a greater emphasis on replay value as you go back to earn
those last few elusive stars.
Solo
play aside, the multiplayer element has undergone several pivotal
changes geared towards making everything more accessible and enjoyable
than before. Band line-ups can consist of any combination of guitars,
bass, drums and vocals, meaning participants can play the instrument
they want, doing away with the classic squabble over who gets lumbered
with bass. Although we're certain that playing with four drummers
isn't the most cost or space-effective way to go and the loud clattering
isn't going to make your neighbours very happy, but the option is
there to mix up the way you play.
Online
multiplayer yields a few new and thoroughly entertaining 'Rockfest'
modes for you and up to three friends to enjoy locally, or you can
throw down online in a ten-person battle for rock supremacy. Do
or Die plays a lot like a game of H.O.R.S.E in Neversoft's classic
Tony Hawk titles. If a player misses three notes in one designated
segment of a track they are eliminated until the next section, making
accuracy crucial. Streakers award players for how many notes they
can hit without missing one, gaining one point for every ten notes
hit in success, two points for 20 notes and so on.
Elimination
plays out like a racing title, where every 30 seconds the player
with the lowest score gets booted out of the game. Perhaps the most
intriguing of the bunch is Momentum. When a player hits a streak
of 20 notes their difficulty level increases by one, climbing all
the way up to expert level if they can take the pressure. However,
if they miss three notes, the difficulty decreases, making each
game a delicate balancing act between trying to actually finish
the song without failing and playing at a high enough level to score
massive points. Of course, you can still resort to the classic face-off
modes from past instalments if you just want to keep things simple.
Visually
this tones down the saccharine comic book visuals in favour of a
style that looks incredibly slick and less abstract yet still managing
to deliver the same sense of fun the series if known for. The movements
of your band members are fluid and even make the World Tour avatars
seem robotic by comparison. This is even more apparent in the expertly
motion-captured cameo characters such as Shirley Manson from Garbage,
Johnny Cash and Muse front man Matt Bellamy, all looking strikingly
like their real-life counterparts. Bellamy in particular throws
some mean shapes while thrashing out the rousing chorus riffs of
Plug-In Baby making the whole spectacle seem organic and adding
a jolt of adrenaline to each gig.
Of
course if you really want to go back to being abstract you can upload
your Xbox avatar and play the show as them instead. There is something
cutesy about your pint size rocker jumping around the stage, busting
out moves and shredding like there's no tomorrow, but it does look
a little out of place putting your cartoony effigy alongside hulking
series mainstays Lars Umlat and Axel Steel. It almost reminds us
of Sega's woeful 2006 Sonic the Hedgehog reboot, complete with the
face-palmingly awful love story between Sonic and a human princess,
it just didn't look, feel or sound right, but here it is incredibly
charming, if not a little oddball.
Speaking
of technical flair, the very promising but ultimately uninspiring
GHTunes song creation kit makes a lukewarm return here, but this
time comes tooled up with a wealth of new samples for you to tinker
around with. Being able to make a decent song here still takes a
lot of practice and painful editing for something that ends up sounding
like a slightly tarted-up midi file. However, Rome wasn't built
in a day and neither were PC music creation programs Cubase or Fruity
Loops, so in time and with a lot of re-tooling, the creation suite
could potentially evolve into something much more inviting as a
sequel feature or downloadable add-on. By then hopefully users will
be able produce increasingly accomplished results without the headaches
that currently come with it, although you get the feeling that this
will take the developer some time to perfect.
That
Neversoft have delivered such a refined, accessible and well-presented
Guitar Hero experience in just a year since World Tour speaks volumes
about the developer's proficiency and handle on the series. This
smacks of a team who have done their homework and studied what makes
the series so appealing to begin with, namely fun and the ability
to play with friends. But there is one fundamental issue that will
be a real deal-breaker for you and that is the all important soundtrack.
Neversoft always stated that they wanted to give this Guitar Hero
instalment the most accessible and varied song roster to date by
giving the fans a little bit of everything.
It's
a noble and incredibly brave move from a developer many mistakenly
thought were stuck in a happy rut of putting out yearly sequels
with little room for innovation. Quite the opposite it seems and
unfortunately this is where things get a tad disappointing. On one
hand you have some true, no-holds barred rock anthems such as 'Plug-In
Baby' by Muse, 'Du Hast' by Rammstein, 'Smells Like Teen Spirit'
by Nirvana and '2 Minutes to Midnight' by Iron Maiden. These are
all strong classics that uphold the rocker attitude of the series.
But then you have other superb tracks that will definitely not appeal
to your average Children of Bodom or Megadeth fan.
Among
the other well-sourced and fun to play tracks that don't fall under
the heavier , alternative Guitar Hero archetype are 'Ring of Fire'
by Johnny Cash, 'Brianstorm' by Arctic Monkeys, 'Sex on Fire by
Kings of Leon and 'Play that Funky Music' by Wild Cherry. All riotous
fun to play with friends at parties and gatherings but guaranteed
to split the fan base clean down the middle or somewhere close.
It would most certainly be a shame if the gamble doesn't pay off,
but time will tell if Neversoft's new pledge to fully support the
DLC market fills these gaps and truly delivers the all-encompassing
Guitar Hero experience we've needed for so long.
Reviewed by Dave Cook for AceGamez (All Rights Reserved).
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