torstai 10. marraskuuta 2011

REVIEW - Guitar Hero: Warriors of Rock (2010)

GENRE(S): Rhythm
RELEASED: September 2010
AVAILABLE ON: PS3, Wii, X360
DEVELOPER(S): Neversoft Entertainment, Vicarious Visions (Wii)
PUBLISHER(S): Activision
PLAYERS: 1-8

Guitar Hero's sales took a major dive in late 2009. I think that deep down the developers knew from the start that the game initially known as Guitar Hero 6 would be their last, so they stopped screwing around and began work on the most epic rhythm game ever conceived, as well as a return to the musical roots of the franchise at the same time. If they were going to go down, they wanted to do so with a bang. Guitar Hero: Warriors of Rock was not received well; it was considered another blatant rehash of a concept worn out long ago, and its new major features were considered dull and pointless. Guitar Hero: Warriors of Rock is yet another video game novelty every metal fan should own regardless of their take on it, and I personally consider it one of the strongest games in the series.

...And the meek shall inherit the earth

Long ago, the Demigod of Rock was enslaved by a metal abomination known as the Beast. Judy Nails, Johnny Napalm, Casey Lynch, Lars Ümlaüt, Axel Steel, Pandora, Echo Tesla and Austin Tejas embark on an epic journey to unleash their inner beasts - the warriors of rock - and combine their powers to free the Demigod from his ancient shackles.

Back when Guitar Hero: Warriors of Rock came out, I already wasn't that interested in rhythm games anymore. The tracklist was so phenomenal that I just couldn't resist buying it, even if I was originally very against the idea. The day Warriors of Rock hit the shelves, I happened to have some extra money on me, and I also happened to stumble into a local video game store - by complete accident, I swear. Well, I liked the game. I would've liked it even more if it was released a couple of years before it was. The average of the soundtrack wipes the floor with those of World Tour and Guitar Hero 5, and it has a few downright (demi)godly sequences and song marathons. The mechanics are great. But, even with over 500 songs available, Warriors of Rock doesn't last long as much else than an occasional party game. The Quest Mode is extremely easy to complete - and "dominate" - and all that's left after dealing with the quest are the hundreds of challenges in Quickplay+, which damn near require a whole band to be there with you all the time, to offer lasting entertainment and the slightest chance of unlocking everything in the game.

Tell those priests at the temples of Syrinx to
shove it!
The general graphics are still the same they were two years back, but once again, there's some special art design where it is needed, and it is good. The song-specific band animations seem to have been worked on nicely. Only a vocalist usually has time to look at the stuff going on in the background, though.

The tracklist is a mixed bag of ultra-awesome and ultra-meek, thankfully most of it's simply amazing. Every warrior and quest tier in the game have their own specific genres, which is nice and ordained, but also makes some specific gigs very unpleasant to one that doesn't care much for alternative rock or trendy emo rock sold as metal. The Ramones, Slash, Slayer, Dethklok, Dragonforce, Pantera, Twisted Sister and Anthrax all make their return to Guitar Hero, Queensrÿche and Tesla make their long-anticipated rhythm game debuts with amazing songs, and the deal is sealed with the inclusion of such artists as Jethro Tull (even if "Aqualung" was already in Rock Band 2, and the version was more fun to play), Avenged Sevenfold (not my favourite band, but their songs are fun to play), Queen, Deep Purple, Blue Öyster Cult, Black Sabbath, Aerosmith, Five Finger Death Punch, Children of Bodom, Arch Enemy, Alice Cooper, Def Leppard, Slipknot, Rise Against, The Dillinger Escape Plan, Rammstein, and as always, Muse, whose "Uprising" for the whole band is an epic party opener guaranteed.

...And there's more. In the vein of the Tool gig in World Tour, Rush's 20-minute epic "2112" is included in its entirety, as a plot element within the quest, and narrated by Geddy Lee, Alex Lifeson and Neil Peart. It's divided into its seven original acts to make it more comfortable to play in Quickplay+. It's definitely my favourite thing about this game, as 2112 is one of my favourite albums of all time.

...And there's more. Some critics have given the game the nickname Guitar Hero: Megadeth, as the final battle (which is the second-to-last "gig") consists of a total of three Megadeth songs: "Holy Wars... The Punishment Due", "This Day We Fight!" and a song Dave Mustaine originally wrote for this game, but ended up putting on an album since it turned out so good, "Sudden Death" (which the song literally is, if you're playing it in Quickplay+). In addition, a Megadeth track pack is available for the game, which includes "Symphony of Destruction", "Peace Sells" and "Hangar 18". Pretty 'Deth-centric, but I wouldn't have it any other way. Megadeth rules. The many flaws in the soundtrack of Warriors of Rock - the inclusion of Bad Brains, Nine Inch Nails, Linkin Park, The Vines, Buzzcocks, Interpol, Silversun Pickups and Jane's Addiction comes to mind - are easily forgiven, 'cause well over a half of it is some of my favourite music in the world.

The Demigod of Rock doesn't really look like
he'd need our help. For anything.
...And there's more. Warriors of Rock gives you the chance to leave most of the previous installments of the current generation behind by letting you import songs from five different games. It's once again damn expensive, but it's pretty much worth it if you want one definitive Guitar Hero library. In Quickplay+, you can organize these songs just about any way you want, after the artists' names, the songs' source titles or their genres, for example, which makes song marathons easy. I have something like 350 songs in the library, and the weight of metal in there is grand. Hell, since Metallica, Slayer, Megadeth and Anthrax are all featured, it's possible to simulate a Big Four concert using the unlimited playlist option - Slayer and Anthrax might get the short end of the stick as there's a maximum of one song from Slayer and two from Anthrax, but still. I've done it, too.

On paper, the Quest Mode is an ultra-cool variation of the Career Mode, with Gene Simmons as the narrator and the voice of the Demigod of Rock. You need to recruit warriors from several subgenres of rock. How this works is a gig is played by using one classic Guitar Hero character such as Axel Steel. After the gig is over, their talent is recognized by the omnipotent guardians of rock (or something like that...) and they're allowed to unleash the beast hidden inside 'em, meaning they transform into beasts that reflect their personalities, and gain a special musical power to be used in the final battle. After the first few recruitments, you make a pit stop at a mysterious landscape, in which the tale of 2112 is told. Here's where you first get a taste of the special powers, and sadly, it is also pretty much the musical climax of the game, the point in which the game jumps the shark and fails to truly amaze afterwards. As long as you're recruiting warriors, it's all pretty much the same as a Career Mode in any other Guitar Hero game, but the final battle (a.k.a. the Megadeth marathon) is very different from anything you've ever seen in a rhythm game. You have eight special powers in use for the duration of the battle, which make losing the battle almost impossible. For example, one warrior is capable of protecting your streak from single mistakes, and one makes Star Power last twice as long. I know for certain there are a lot of people who think this is lame. All that hype of "ultra-difficult guitar solos" for nothing. I know. There's one more gig left after the final battle, as the Demigod of Rock joins the party and slams the most difficult songs in the game on the table, including ones by Steve Vai, John 5 and Dragonforce. You have the special powers in use on this gig, as well. Effortless. Dominating the quest means getting 40 stars for each song by replaying every song with the special powers - might sound difficult, but as you might've figured out by the game's end, you can once again change the difficulty level at any time, without suffering any punishment.

Quickplay+ can easily be considered the game's main mode instead of the Quest. The structure of the drum tracks is still kinda awkward, but since all mechanics have been improved to the point of minimal hardware compatibility issues and the detection of hardware flaws - also sadly meaning that timing and precision is not nearly as important as it used to be - it's fun to keep going for the Diamond in each challenge issued by each of your favourite songs, for a while. My instrument of choice is none other than my own lungs, and there are many songs in the retail, among the imported songs and the DLC, which are extremely fun to sing. The retail especially delivers with "Holy Wars..." by Megadeth, "Modern Day Cowboy" by Tesla, "Uprising" by Muse, "Burn" by Deep Purple, "Burnin' for You" by Blue Öyster Cult, "Bat Country" by Avenged Sevenfold and "Jet City Woman" by Queensrÿche. Indeed, all of the songs, including each imported and downloaded song, have challenges carried over from Guitar Hero 5. There's nothing specific, though - all of the songs have the same series of challenges. Conquering the challenges, and just beating the songs once earns you stars as always, and these stars raise your rock rank. With each new rank, up 'til 100, you unlock an item. Getting to 100 will take time, patience and a whole truckload of songs - I'm at 91, and I just can't seem to find enough interesting challenges to conquer to reach the cap, anymore. I did all I really wanted in just a couple of weeks of time; I would've expected a lot more challenge and true life besides the Party Play from a descendant of Legends of Rock.

Axel on lead vocals? That's just wrong.
Most critics have seen it fit to criticize the game's lack of new multiplayer modes besides the lack of new features in general. I have just one thing to say in response: GET REAL! First of all, how did they expect the developers to radically change the franchise? When there's a Guitar Hero game coming, you know exactly what to expect from it, I don't get people who acted somewhat disappointed of how it turned out - another solid rhythm game. Secondly, I think that with all the new multiplayer modes they introduced in Guitar Hero 5, they pretty much reached the limit of anyone's imagination. I know, I know: "why did they make the game then?" I'll tell you: to deliver another Guitar Hero 5, but this time, with a much more satisfying and contextual tracklist.

The Trophies and Achievements for this game are, once again, not too good. The positive surprise is that there are very few multiplayer and online exclusives, but the bad news is that much of the Trophies are very random and being able to collect them is all up to luck; for example, there's a Trophy that requires you to beat a song with a score that has "000" as the last three digits, and one that requires you to beat a song with a guitarist and a bassist, and both of you have to get the exact same score. I currently stand at 82%, so a lot of the Trophies are quite easy to get, while the rest are damn near impossible.

I'm personally satisfied with how Guitar Hero went down, and I prefer the game over all other installments that followed Guitar Hero III's suit, due to the large library of mostly good song material. I might've chewed this thing to the bone myself, but it's still a good, underrated party game.

GRAPHICS : 7.5
SOUND : 9.3
PLAYABILITY : 9.0
LIFESPAN : 7.5
CONCLUSION : 8.6


TRIVIA

a.k.a. Guitar Hero 6, Guitar Hero VI

GameRankings: 74.51% (PS3), 80.06% (Wii), 75.30% (X360)

Strangely enough, the game cannot be found in the MobyGames database as of November 10th, 2011.

A cover version of "Paranoid" was included in Guitar Hero III: Legends of Rock. The version of "Paranoid" in this game is technically a cover as well, as it is performed by Ozzy Osbourne featuring Metallica, instead of Black Sabbath, who contribute with "Children of the Grave".

A cover version of "Sharp Dressed Man", recorded by WaveGroup Sound, was included in the first Guitar Hero game.

keskiviikko 9. marraskuuta 2011

REVIEW - Guitar Hero 5 (2009)

GENRE(S): Rhythm
RELEASED: September 2009
AVAILABLE ON: PS2, PS3, Wii, X360
DEVELOPER(S): Neversoft Entertainment, Budcat Creations (PS2), Vicarious Visions (Wii)
PUBLISHER(S): Activision, RedOctane
PLAYERS: 1-8


11 games in five years, whew. The year 2009, in particular, was the year of Guitar Hero. It was the year the franchise was expanded and branched to DJ Hero and the family-oriented Band Hero; one DS exclusive was released, Guitar Hero: Metallica arrived to rock, Guitar Hero: Van Halen was scheduled for the end of the year, and 48 choice cuts from Guitar Hero, Guitar Hero II, Guitar Hero III: Legends of Rock and Guitar Hero: Aerosmith were re-released as Guitar Hero: Smash Hits. Somehow, Neversoft found the time to make Guitar Hero 5. With this game, critics' belief in the main series was revived, as the game had many new features that made it the most enduring gameplay experience since the first three titles. All they would've needed for a true rhythm game classic was a good retail tracklist.

Plug in, baby

Buying Guitar Hero 5 was a reflex. I had not really followed the game's development step by step like I usually do; I was still very much of a rhythm game fan, but the tracklist of Guitar Hero 5 didn't really give me any sort of vibes one way or the other. However, I read a good review of the game; this guy had given World Tour a quite mediocre ranking, and in turn, he praised Guitar Hero 5 as the first true competition for Rock Band 2. So, I went out the morning the game shipped and bought it with a win or lose attitude. I won and lost; the gameplay is absolutely awesome. Neversoft finally acknowledged hardware problems, as well as how unrewarded truly skilled players felt playing the few previous games as they could easily be completed on any difficulty level to the same rewards. The new multiplayer modes are the shite. In turn, the retail tracklist is thoroughly lame. The developers had 85 chances to blow us away, and they capitalized only on a minimal amount of those chances.

This band thing's getting more real all the time.
The back of the box promotes the collection of songs as "The Hottest Rock 'n' Roll Songs". Right now, I'm not saying what I personally think about some songs, I'm just questioning Neversoft's judgement: what the freakin' hell are Stevie Wonder, Wild Cherry, Vampire Weekend, A Band of Horses, Gorillaz, Sublime, and once again, that damn Coldplay, doing in a game that was built on a mountain of rock, and should there be some sort of an amazing feeling you get from playing these songs with the guitar? 'Cause I don't feel it. Money seems to talk more than the voice of reason. Digging hard enough, you will certainly find something you like here, and I do hope you bought the game for songs that truly belong in Guitar Hero. There's Iron Maiden and Megadeth, gotta wonder about the song choices, though. There's Wolfmother, The Sword (who have become a favourite of mine thanks to Guitar Hero), Rush, Dire Straits, Thin Lizzy, Deep Purple, Bon Jovi, Queen, Muse, Santana, 3 Doors Down and Rammstein. Children of Bodom receive the honour of being the first Finnish band in a Guitar Hero retail (a song by The Rasmus was previously available as DLC for World Tour). Way to go... assholes. I'm not a huge fan, but I've got to admit that they truly belong in here. The biggest positive surprise of the game is a new version of Public Enemy and Anthrax's crossover hit "Bring the Noise", recorded by Public Enemy and Zakk Wylde. It's full of energy, it's a fun song to play on all instruments, and I enjoy shouting along to it very much. The tracklist simply does not have enough great songs, and as good as King Crimson's "21st Century Schizoid Man" is, it's a lame end credit track after full metal bulldozers like "Through the Fire and Flames" and "Pull Me Under".

What's technically cool about the game is that you can import a whole bulk of choice songs from Guitar Hero: World Tour, Metallica and Smash Hits, 95 of them to be precise, and their inclusion in the game actually means something, as you are allowed to pick a showcase song for each gig during your career out of the total of 180 songs, PLUS the DLC; almost every downloadable track for World Tour, including Death Magnetic, works with Guitar Hero 5, and of course the game has its own library of DLC. I myself have a total of 236 songs in the Guitar Hero 5 song library. What's crap is that importing the songs costs notably more than importing songs from the previous Rock Band game to the next, and in the case of Rock Band, you can import ALL of the songs. The best songs in World Tour, including the Tool trifecta and Ozzy's songs are not available for import, while all of the crappiest tunes are. It's like they're force feeding 'em to the uninterested public.

We miss you, Johnny.
Graphically, the game hasn't changed much, but I guess they put a little more effort in making the guest stars look a little less like puppets. Mo-caps were done by guest stars who were available - in other words, not dead - and I must say this game made me a total fan of Matthew Bellamy of Muse. The guy goes absolutely crazy in "Plug in Baby". Other guests include Shirley Manson of Garbage, Carlos Santana, and two late greats, Johnny Cash and Kurt Cobain. Boss battles are a thing of the past, these iconic characters only appear during the Career Mode to perform their songs along with your band, and after you've beaten the songs, you unlock the characters for free use... a neat feature that famously angered a lot of Cobain fans and his closest friends.

The vocal mechanics are a little closer to home. You're allowed to actually sing in a different octave in practice instead of just on paper... in most songs. There are a lot of songs in which you have to once again twist your voice in some mysterious ways to have the game deem your performance "Excellent", although you know damn well you sound like shit, and you also know damn well that your "Sloppy" or "Average" performance was as close to the right notes as you can possibly get. The wireless guitar controller works better than ever; the game forgives a lot of flaws in hardware. There are still some phantom notes playing here and there if you're playing with an old controller, and the touch pad has a tendency of locking on to a single note and fucking up your performance since you cannot play any other notes during the lock-up, but all in all, there are not nearly as much problems with hardware there were with the last couple of games.

Even though the retail game lacks great songs by a whole lot, and has a lot of downright abysmal crap to boot, Career Mode has not been this fun since Guitar Hero III. You are rated very differently for each song. Doing extremely well in a song still garners in a five-star performance - but doing perfectly in a song, on any instrument, garners in six stars. If you can conquer the bonus challenge perfectly in addition to those six stars - each song in the game has one - you'll gain a total of NINE stars for the song, as well as an unlockable item, be it a bonus character or some random extra. Some of the challenges are just impossible to complete; for example, Nirvana's "Smells Like Teen Spirit" requires you to bank in as much Star Power as possible on the guitar. I've done it, several times, on Expert, and I still haven't got past Platinum. The vocal challenges are the worst and most frustrating, since the mechanics aren't perfect even if they are tweaked. Still, the challenge system adds to the game's longevity by a great deal, and also, since many of the challenges cannot be completed on any other difficulty level than Expert, skilled players finally get the exclusive rewards they deserve, while casual players who boast on beating World Tour and Metallica on Easy for the same basic rewards are encouraged to practice.

Electricity is in the air.
I guess there ain't nothing left but the new multiplayer modes. First off, there's the much-praised Party Play, a freeform, no-fail mode for players of any skill level that allows players to just jump in and play, with any combination of instruments. This mode was specifically designed for parties with attendees that don't really care for high scores or other rewards, and just want to have some karaoke-styled fun. Up to eight players can take part in the new competitive modes. Pro Face-Off is in as a classic. In Momentum, you start a song off on Easy, and gradually make it up to a higher difficulty level and better scores as long as you do well. Streakers explains itself; no, you're not supposed to reveal your private parts to your rival, you're supposed to get the longest streak of notes in a single song. Do or Die is an extremely fun mode in which you have to avoid missing any notes; three misses will result in a penalty (I recommend playing "Do You Feel Like I Do?" with a friend on Expert, it kills). Elimination gathers scores from each part of a single song; the player who gets the most wins out of a song wins the match. Perfectionist pretty much explains itself. In RockFest, all players vote on the game mode. As you can see, Guitar Hero 5 is a very fresh game in the franchise when it comes to the tweaks in gameplay instead of just a rehash. Once again, I must say that I would've wished for better songs.

Even though I got the most out of it by playing DLC and imported songs, Guitar Hero 5 pretty much lasted over the gap between it and Warriors of Rock, which is the exact time it was expected to last. The Trophies and Achievements are of the same low caliber Guitar Hero: Metallica's were, and I have no further interest in going on a hunt for the missing marks. However, I cannot judge Guitar Hero 5 after its successor, I must judge it after how the game felt during its cycle, and it felt good; gameplay-wise, it was another defining title in the franchise, right up there with Guitar Hero II and III.

Today, it might be simply useless, but it did the Guitar Hero franchise a lot of good in its late period and proudly stood up to Rock Band with great gameplay, despite the retail's extremely disappointing selection of songs. Sure, it pleased a wider audience than ever, but I believe that was never Guitar Hero's point. 

GRAPHICS : 7.5
SOUND : 7.0
PLAYABILITY : 9.0
LIFESPAN : 8.5
CONCLUSION : 8.5


TRIVIA

a.k.a. Guitar Hero V

GameRankings: 45.00% (PS2), 86.58% (PS3), 89.58% (Wii), 85.66% (X360)

A cover version of "Lonely is the Night", recorded by WaveGroup Sound, was included in Guitar Hero Rocks the 80's.

tiistai 8. marraskuuta 2011

REVIEW - Guitar Hero: Metallica (2009)

[XBOX 360 SCREENSHOT]
GENRE(S): Rhythm
RELEASED: March 2009
AVAILABLE ON: PS2, PS3, Wii, X360
DEVELOPER(S): Neversoft Entertainment, Budcat Creations
PUBLISHER(S): Activision
PLAYERS: 1-8


Metallica was formed by James Hetfield and Lars Ulrich in late 1981. The band was one of the most popular metal bands of the 80's, having almost won a Grammy Award for the best rock/metal performance in 1989 with ...And Justice for All. In 1992, they did win a Grammy for the best rock/metal performance with their namesake record that saw their first of many radical changes in style. Despite suffering harsh criticism for their music as well as the members' personal endeavors and reputation within the metal community, Metallica are still the most known and popular band on the planet, as they are selling out concerts in under three minutes and their albums are often considered standards and guidelines which every metal band must live by. By 2009, Metallica had done it all - all that was missing was a video game. Then came Guitar Hero: Metallica, and it ruled - for a while.

The memory remains

When I was 13 years old, Metallica were my favourite band in the whole wide world. I had about a dozen Metallica t-shirts (I hardly wore anything else), loads of video tapes of their performances, as well as official documentaries, all their albums, and my room was plastered with magazine cutouts and posters of Metallica. I drove my classmates nuts with my Metallica ramble, as I did not one, but two papers on Metallica which I had to read out loud in front of the class. "The Unforgiven" and "Nothing Else Matters" were among the first songs I learned to play with the guitar, and most of our band's rehearsal repertoire was made up of Metallica songs, as we were all huge fans. At some point, I simply lost interest in Metallica and started to listen to less known bands that I simply thought were better and more enthralling than the overplayed trendsetters from San Francisco. In a few years, that lack of interest turned into hate; first, the several filler albums released after Reload really pissed me off. The St. Anger album was the last nail in Metallica's coffin; it is still one of the worst "metal" albums I've ever heard. I started to make fun of my former favourite band every chance I got, pissing off many of my friends who, ironically, I had introduced to Metallica in the first place! In 2008, the Death Magnetic album was released and I was very, very surprised by it. I dug up some old Metallica and realized I hadn't listened to the stuff in years, and it was then I TRULY realized how great the band used to be. Thanks to Death Magnetic's influence, the band was one of my favourites once again. Then, I heard of an upcoming Guitar Hero game called Guitar Hero: Metallica. I had to buy it, no matter what the cost.

Nearly every song has a very authentic intro.
With all due respect to Aerosmith, Metallica are in a whole different league than Steven Tyler and his mates as a subject of a Guitar Hero game focused on a single, particular band. Although all of their style changes have not been that great, there are good songs to be found from each era of Metallica, and their diversity almost spans the standard of a tracklist in any other Guitar Hero game. Metallica was the perfect target; they have a wide audience, they had a fresh, huge surge in popularity thanks to the release of their long-anticipated ninth studio album, and giving the band the chance to hand pick over 20 songs from other artists to be used in the game to fill the cup guaranteed the game was going to ROCK like Guitar Hero: World Tour should've ROCKED.

And indeed it does. We've got a whole truckload of Metallica's best songs from each of their albums here, 28 of them, to be precise. Nothing really bad swirled its way into the fray - I would've preferred "St. Anger" over "Frantic", if they had to pick something from the God-awful record, though. A lot of great songs are missing, but I believe there's an explanation for each of their dismissals. For example, I believe they left "Blackened" out since it was made part of the Metallica track pack for Rock Band 2 a while before the game's release, otherwise it would've been a no brainer of a choice. The reasons why songs like "The Four Horsemen" or "Jump in the Fire" were casted out should be obvious to anyone who knows half of Metallica's history. One should really not complain when one of the greatest metal albums ever conceived, Master of Puppets, is included in its near-entirety; even "Orion" is in, and it is definitely one of the most fun songs to play; Cliff Burton's bass track is the stuff of legends. 21 songs from other artists including ones that Metallica has covered over the years, their "friends 'n' relatives", and other great influences are included. If that's not saying much, maybe this will: Slayer. Suicidal Tendencies. Kyuss. Judas Priest. Queen. Lynyrd Skynyrd. System of a Down. The Sword. Diamond Head. Michael Schenker. Motörhead. MERCYFUL FUCKIN' FATE! This game will leave a metal fan's ass sore. It's not a perfect soundtrack, but it's damn near one.

The game is the most graphically appealing rhythm game there is. It's not fancy, but it's definitely fit for the context. The general font is the one Metallica have used in most of their publications since the early 90's. All of the band's movement, including guest stars Lemmy and King Diamond, is mo-capped by the gentlemen themselves, separately for most songs, to create the most authentic atmosphere imaginable. Too bad they're still caricatures, but we can't have it all at once. I'm giving the graphics an 8 for a fantastic effort.

I guess Lars CAN still move. He just hides
the ability pretty damn well.
The audiovisuals are where the _fantastic_ effort starts and stops. The game is exactly like Guitar Hero: World Tour, and most of that's bad. The mechanics haven't been honed at all; the game recognizes and registers every single hardware flaw even worse than the previous game. It's like you're forced to buy a new guitar controller right off the bat, 'cause the riffs are relentless and just one misplaced phantom note from the touch pad might equal loss of rhythm, and just a touch later, defeat. The vocals are just impossible. A few of my friends, including my former bandmates, can vouch for me on this one: I can sing almost every song in this game in perfect pitch, note by note. So why is it that I'm constantly deemed "Sloppy" or "Average"? I have to twist my voice in some very strange ways to nail one "Excellent" phrase in any of Metallica's songs found here, while in Rock Band 2, I got 100% for both "Blackened" and "Ride the Lightning" on Expert. Once more, I'm using the Rock Band mic, and I really hope, for the sake of the game, that it's up to the hardware compatibility, or lack thereof.

The new gameplay standard for the bass guitar introduced in Guitar Hero: World Tour climbs to whole new heights in Guitar Hero: Metallica, especially in Metallica songs recorded between 1983 and 1986, when Cliff Burton was alive and well, and a very important factor in the band's sound. Cliff Burton was one of the earliest examples of a standout bassist, not to take anything away from John Entwistle or Geezer Butler. I can honestly say some songs in the game are more fun to play with the bass than they are with the guitar!

Since most of the stuff here is metal, it should come as no surprise that the drum tracks are extremely difficult. However, as many drummers have noted, the drum tracks in Guitar Hero - in comparison to Rock Band - lack precision and difficulty. So, there's the Expert+ mode, exclusively for drummers, that features a double bass drum. I've not seen an Expert+ song played, but the friend I mentioned in the previous review said that even this mode was a huge disappointment to him, and I believe him, he has good judgement when it comes to musicianship, even of the virtual kind.

Hetfield's still my hero.
It all comes down to how long Guitar Hero: Metallica lasts in use, and that's a tricky question. Let's start with a well-known fact: 39 out of the 49 songs in this game have been made available as imported content in Warriors of Rock, which renders 80% of the game useless. Also, the DLC in Guitar Hero: Metallica is limited to the Death Magnetic album (hence just one song on the main tracklist). However, Warriors of Rock lacks the fan service. Beating certain songs unlocks Metallifacts, extremely fun trivia on those particular songs, scrolling on the screen while the animated band plays the song. There are also some rare video clips, including an EXTREMELY cool video in which King Diamond performs the "Mercyful Fate" medley live, together with Metallica, and interesting "making of" videos. The Career Mode might come to an end fast, especially since you don't need to beat nearly every song in the game to make it to the end, but the game does not lack content assuming you're a Metallica fan. Browsing through all of the content doesn't take too long, either, but if you're a Metallica fan, a true one, you'll probably do it a few times, and you're certainly going to be happy to own this game. The Trophies are not that good; they mostly range from online multiplayer challenges to band challenges which you cannot complete without having all of the instruments, and preferrably capable players for them as well. Personally, I stand at 66(,6?!)%, and I'm probably not going to get further since I have no more interest to play the game, nor is there any sense in it since I have Warriors of Rock.

Guitar Hero: Metallica was a great game when it came out, but its value as a lasting experience is only seen by the most relentless die-hard fans of the band. It's a novelty, a game every metal fan out there should own, just like Brütal Legend, to which the game is actually a quite good counterpart since it didn't have any Metallica in it. The hardware problems, the faulty mechanics and the seasonal nature of the game are just too much to handle nowadays, when there's a game like Warriors of Rock available for those still interested in Guitar Hero.

GRAPHICS : 8.0
SOUND : 9.7
PLAYABILITY : 8.5
LIFESPAN : 6.5
CONCLUSION : 8.1

TRIVIA 

GameRankings: 87.00% (PS2), 85.89% (PS3), 84.42% (Wii), 84.94% (X360)

Metallica drummer Lars Ulrich originally envisioned this game, as inspired by his and James Hetfield's children, who were big fans of Guitar Hero and learned about many of Lars' favourite bands thanks to the game.

A cover version of "Ace of Spades", recorded by WaveGroup Sound, was included in the first Guitar Hero game.

"One" was included in Guitar Hero III: Legends of Rock. The Guitar Hero: Metallica version is slightly altered, and easier to complete.

The original tracklist was to include Slayer's "Angel of Death" and Mercyful Fate's "Curse of the Pharaohs", but they had to be pulled out in late stages of production due to their lyrical content, and replaced with "War Ensemble" and "Evil" from the same bands.

The band were eager to have songs from UFO and The Misfits in the game, but Neversoft was denied rights to use their songs, so they used songs by Michael Schenker Group and Samhain instead - bands that were founded by former members of UFO and The Misfits.

Motörhead and Mercyful Fate re-recorded the songs "Ace of Spades" and "Evil" because the original master tapes were not found to be used in the game's production.

REVIEW - Guitar Hero: World Tour (2008)

GENRE(S): Rhythm
RELEASED: October 2008
AVAILABLE ON: MAC, PC, PS2, PS3, Wii, X360
DEVELOPER(S): Neversoft Entertainment, Aspyr Media (MAC, PC), Budcat Creations (PS2), Vicarious Visions (Wii)
PUBLISHER(S): Activision
PLAYERS: 1-4

The game previously known as Guitar Hero IV was released in late 2008 to a very confused audience. The game was well received, but what confused people was the North American release of the franchise's previous developer Harmonix's milestone of an effort - Rock Band 2 - just a month prior. What could Neversoft possibly do to improve and diversify the Guitar Hero experience after two groundbreaking games such as Guitar Hero II and III? Well, follow Harmonix's lead, of course, and make it a band game. It was not such a bad call, but if they seriously thought they'd get away without people making claims of bitter plagiarism, they must've been crazy. It all comes down to one thing: which game is better? I can give you a hint: it's not Guitar Hero: World Tour.

At the wrong place at the wrong time

This game is one of the two PlayStation 3 games I've ever sold, which also makes it the first game I've ever written about without playing it for the sake of a review. Even though I've not played the actual World Tour game in about two years, I remember it quite well and there's a bulk of information on the net that easily fills up the gaps. Ever since the buzz around the rhythm game genre started to die down, I guess I've learned to appreciate Guitar Hero: World Tour a little bit more. I pre-ordered the game bundled with the new Fender peripheral back in the day, and I guess I would've appreciated it back then, too, but there was a slight problem; my friend got Rock Band 2 as an import, bundled with all the peripherals, the exact same day I got Guitar Hero: World Tour. That called for some serious comparison, and after a couple of days of doing that, my game totally lost the race.

Rock Band 2 had a better tracklist. It had better DLC, and the fact that all DLC from the first Rock Band game was compatible with the new one raised the ante just a little bit further. The drum tracks were more realistic and precise, the vocal mechanics worked a whole lot better, and the game was more rewarding in every sense. The only thing that Guitar Hero had on its side was the classic guitar controller; I personally disliked the Rock Band guitar peripheral. All the instruments for both games were supposed to work both ways, but that was not entirely true. Even Rock Band's microphone was not fully compatible with Guitar Hero. I should know, I still use one. A vocalist gets the short end of the stick in Guitar Hero: World Tour; unlike in Rock Band, he/she is damn near required to imitate the original vocalist to the very last note and pitch, there are no personal hooks or gimmicks allowed, and even the freeform bits are not nearly as fun to perform as in Rock Band. Guitar Hero; World Tour is still just a simulation of guitar playing, with the mere (bad) option of going at it with a band, while Rock Band 2 is the real thing, an authentic band simulator.

I want to get all the stuff involving the hardware out immediately. Let's continue on with the microphone and vocal mechanics. The freeform sequences are long, and out of place. In Rock Band, nailing a freeform triggers Overdrive - Rock Band's equivalent of Star Power. In Guitar Hero, maintaining some sort of boring stretch of "yeeeeeah yeeeeeah yeeeeeeah" throughout the freeform bit only garners in some random points. Star Power is sometimes triggered when you yell into the mic loud enough, but officially, you're supposed to hit the mic - and ironically, that doesn't always work, at least not when you're using a mic optimized for Rock Band. To make it clear, I'm not really criticizing the game as long as I'm speaking of the hardware, I'm criticizing the semi-compatibility that was promised to be a full one.

Ladies and gentlemen, Mr. Zakk Wylde!
The new wireless guitar controller is very cool. I love the new design - the guitar is bigger (and therefore one step more realistic), the strum is longer and a LOT quieter, and should the motion detector fail, you can easily trigger Star Power by pressing the Star Power button standing in for a real guitar's bridge with your palm while playing. I love the whole new touch pad, which allows both quick finger picking across the fretboard in the style of Eddie Van Halen and fancy slides. You'll get it once you play the game, or any more recent games on the higher difficulty levels. The problem with this highly technical and fancy piece of work is, of course, that it's extremely delicate. I have had to break down and re-assemble my guitar controller several times because it's so easily corrupted. The strum has broken down twice, the whammy has stopped reacting a few times, the motion detector has almost never worked properly, and the biggest problems have been caused by the touch pad - which is so sensitive that over time, it will most likely start playing phantom notes on its very own as long as you're simply touching the fretboard. You'd never guess that it's kind of hard to play the game without having your hand there. The touch pad can be turned off completely, but that kinda eats away at the experience, don't you think?

One thing that Guitar Hero: World Tour truly succeeded in was making being a bassist cool - especially on Expert. How is that humanly possible? By adding an open E string. Neversoft originally toyed with the idea of adding open strings to guitar tracks, but that would've just... SUCKED, in lack of a better word. Their intention was to ease up the game; by having guitarists deal with open strings they would've utterly destroyed the game and its playability. Being a bassist in a rhythm game has always been way too easy, so it was the perfect subject of the open string's implementation, and the open strings make playing the bass extremely fun, a great alternative to the guitar. I was kinda hoping they'd put some more stuff that's actually a bit more bass-oriented in here, like Primus, or dare I even ask, Manowar. Well, at least the game has Tool.

I've never even seen the Guitar Hero drum kit in use, but people are saying it's quite all right. How is it I don't buy that? I have a friend who's a guitarist, but he's also a great drummer, and he has always been our drummer of choice whichever rhythm game we're playing. He was there when the "divide" happened, and he simply botched Guitar Hero: World Tour, saying that the game's drum tracks or mechanics have absolutely nothing on the feel of Rock Band 2. I didn't even learn to play the drums properly before Guitar Hero: Warriors of Rock, but when I did, I borrowed Rock Band 2 to make my own judgement, and I must say I absolutely agree. Guitar Hero's drum tracks, regardless of the difficulty, are structurally weird and they feel like they're aimed at little kids, while Rock Band's aim is to make them as authentic as possible with such a compact set of percussion. Ironic, considering that all of Chad Smith (Red Hot Chili Peppers), Stewart Copeland (The Police) and Travis Barker (Blink-182) worked as advisors for the drum tracks in this particular game, while Harmonix, to my knowledge, had no special advisors working for them while they were making Rock Band 2.

Now that we got how "crappy" the game feels to play in comparison to Rock Band 2 out of the way - on several occasions, at that - let's see what the game's standing in the Guitar Hero franchise is.

Aside from the high definition, the robust art design of the Tool gig - the climax of the whole game, and it's in the damn middle - and the pseudo-gothic style adapted from the PC version of Guitar Hero III, I do not really see the difference between a last generation Guitar Hero game and Guitar Hero: World Tour. The unlockable and playable caricatures of the several celebrity guests are kinda cool, and the fact that you can fully customize your character and instrument is an absolute plus. If I were the developer of a rhythm game for the current generation of consoles, I would've opted for realistic characters instead of comic book caricatures. Either way, the game definitely looks better than Rock Band 2, that's its strong quality, but also an extremely irrelevant one.

Since the most basic gameplay standards of a rhythm game have been in place ever since the release of Guitar Hero II in 2006, the fact is that a rhythm game's core quality boils down to the tracklist. Once again, Rock Band 2 is on the hot plate: that game had choice cuts by Judas Priest, Testament, Metallica, Dream Theater, Alice in Chains, Tenacious D, Jethro Tull and many other great artists to rock our socks off (to). Even some of the crappiest songs in that game were fun to play together with a band of players, most of them had something. In addition, the game had TONS of magnificent DLC (the DLC for the first game included), ranging from whole albums such as Judas Priest's classic Screaming for Vengeance, Megadeth's Peace Sells... But Who's Buying? AND Rust in Peace to Mötley Crüe's Dr. Feelgood, to track packs and singles that blew heads off.

It's the eye of the tiger, it's the thrill of the
fight, risin' up to the challenge of our rivals...
seriously, this was more fun in Rock Band.
Well, let's start with the DLC for Guitar Hero World Tour. It was never too mindblowing. There were a few songs and track packs that were interesting, but the only full albums available for the game were Metallica's Death Magnetic (which was originally released for Guitar Hero III) and the Oasis album Dig Out Your Soul. I think I downloaded something like ten songs for the game (besides Death Magnetic), and most of those songs were free of charge, so no, I was never too excited of the DLC they conjured up for World Tour. I was more excited about most of the DLC than most of the stuff in the retail, though. There are a couple of climactic gigs in World Tour. The first one is the Tool gig; three of their best songs played in succession, with art design by the guys themselves. I heard they refused to license their songs if they weren't allowed to get involved with the art design. The Tool gig is most definitely one of the coolest moments in rhythm game history, but sadly it does not reflect on the quality of the game. Neither does the Ozzy gig, which comes in a bit too late, and could use one more song. Still, it's cool. A little bit of Ozzy is better than none.

OK, this game has Metallica too, "Trapped Under Ice" of all songs; I'm glad they picked something that isn't so well known, but it nevertheless feels like such a random choice after Guitar Hero III's "One" and Rock Band 2's "Battery". Dream Theater's also here, with their biggest and only hit single "Pull Me Under" from 1992, which is probably the game's most entertaining song to play. There's an extreme amount of songs, even good ones, that simply aren't fun to play with any instrument, such as "Antisocial", "Overkill" and "Assassin", AND many songs that were already featured in Rock Band 2. Shitty ones, too, such as "Float On", "Feel the Pain", "Lazy Eye" and "American Woman"; yeah, yeah, I know that last one is a classic, but I've always hated it.

Let's get to the point. There's a lot of good stuff here. Jimi Hendrix, Eagles, Steely Dan, Willie Nelson, CCR, Billy Idol, Joe Satriani, Korn, Rise Against, System of a Down. Something for everyone, and all of the songs performed by these artists are great fun to play. Ted Nugent and Zakk Wylde are the bosses in this game, which means they both wrote an exclusive instrumental for the game, and also that there are songs from both Ted and Black Label Society in this game. "Stranglehold"'s guitar track OWNS and "Stillborn" is one of my favourite songs to sing in the game. Michael Jackson's "Beat It" was a winner even before I ever laid eyes on the tracks for the song. In turn, there's a lot of crap that you MUST play in order to be able to make progress in the game, since there are no bonus tracks. Some art rock from international artists - which isn't all that bad, actually, once you get used to it - some downright nauseating garage punk/rock, and trendy horse shit such as Linkin Park, 30 Seconds to Mars, Filter, and finally, my two long-standing arch enemies, Jane's Addiction and Tokio Hotel. If they had put in Nine Inch Nails - actually Filter does a "great" job standing in for 'em - and Marilyn Manson, this game would've been a whole cavalcade of the worst. What's worst is that almost a half of the songs in this game have absolutely nothing to do with what this franchise used to stand for - being a guitar hero - and they're not even fun band songs! Coldplay? Come on!! They're on the tracklist for the dollars only.

The good thing about the whole tracklist is that all of the songs are master recordings, meaning there are no covers at all; however, for several reasons, I guess, both political and technical, some of the songs are live versions.

Besides the touch pad features and the open E's of the bass guitar, there are a few nice changes to the basic mechanics of the game. You can play single notes while sustaining a lower note, HO/PO on chords, and finally, there are some random power chords consisting of four notes instead of the old maximum of three. Guitar Hero: World Tour feels like an even harder game than Guitar Hero III, up until you realize that you can change the difficulty level any time you want, with minimum punishment. Well, at least that takes care of the age-old problem of having to see the career through on every difficulty level to unlock everything, but it's lame! The dazzling difficulty that constantly kept you on the edge when you were trying to beat the last songs of your career in Guitar Hero II or III on Expert was one of the most important spices of the classic franchise. Sure, the low difficulty level of Rock Band 2 sucked too - but at least that game had Trophies to encourage you to try harder, God damn it.

The enigma that is Tool.
The Battle Mode is ousted along with the previous version of the boss battles. In this game, all you need to do to win a boss battle is to keep up with the boss in a traditional game of face-off. Disappointment is all up to you. I'm not too disappointed, I wasn't a big fan of the Battle Mode, at least not against the CPU.

The band peripherals allow you to engage in different multiplayer modes. Besides the obvious option of being able to play the whole non-linear Career mode through as a band, there's also some online game modes. You can also visit the Music Studio, one of the most hyped features about the game... and one that certainly didn't live up to the hype. You can only create MIDI tunes with this one. As fun as it is - to those who know enough about making music - to recreate some 8- and 16-bit classics, it isn't officially legal, and by far the only thing the Studio is good for.

Sure, if you're enough of a fanatic and yet to experience the rival game, which is simply better from all standpoints, Guitar Hero: World Tour will probably please you. How long, that's another thing entirely. The Career Mode is over quickly, and fails to really call one for a second round, since something has simply happened to the awesome feeling you get from succeeding in a song, the option to lower the difficulty level at any time is just the beginning. You don't get any rewards at all from playing DLC except for good spirit; which is ass, since it costs honey. The biggest problems with the game are the only half sufficient tracklist, and the fact that the guitar and bass are still the only instruments you can have true fun with. I recommend you turn to Rock Band 2, or hell, Rock Band 3.

GRAPHICS : 7.3
SOUND : 7.9
PLAYABILITY : 8.8
LIFESPAN : 7.5
CONCLUSION : 8.0


TRIVIA

a.k.a. Guitar Hero IV, Guitar Hero IV: World Tour

GameRankings: 81.60% (PS2), 83.41% (PS3), 84.41% (X360), 86.26% (Wii)

maanantai 7. marraskuuta 2011

REVIEW - Guitar Hero III: Legends of Rock (2007)

GENRE(S): Rhythm
RELEASED: October 2007
AVAILABLE ON: MAC, PC, PS2, PS3, Wii, X360
DEVELOPER(S): Neversoft Entertainment, Aspyr Media (MAC, PC), Budcat Creations, RedOctane (PS2), Vicarious Visions (Wii)
PUBLISHER(S): RedOctane, Activision
PLAYERS: 1-2

In 2006, Activision bought RedOctane - the publisher of Guitar Hero. In the same year, MTV Games bought Harmonix Music Systems, the creator and developer of Guitar Hero. Activision owned the rights to the Guitar Hero franchise, and they were not going to let the golden goose go, even if a majority of fans had already decided to wait and see what Harmonix would accomplish with their new rhythm game Rock Band. Activision hired Neversoft Entertainment to develop Guitar Hero III, which was officially graced with the subtitle Legends of Rock a while into its announcement. Being developed by big fans of the original franchise, and sporting the most extravagant and positively diverse tracklist imaginable, most of it consisting of actual master tracks instead of covers, Guitar Hero III: Legends of Rock was bound to be a hit - although critics and fans of the first two games were not fully satisfied with it and the changes it brought to the standard gameplay, it still became one of the most popular, best-selling and best known video games of the decade.

Through the fire and flames indeed

There honestly aren't many games which I've spent as many hours on as I have on Guitar Hero III: Legends of Rock. I had been acquainted with the Guitar Hero series just for a few weeks when my good friend and neighbour - also a rhythm game fanatic at the time - asked me if I wanted to pay half of a copy of Guitar Hero III. It was sold out just about everywhere; he happened to stumble on it in some random video game store, he had a very strict budget and he wanted the game so bad he didn't mind sharing it. I felt the same way, so I paid what he asked me to. We played the game almost daily, right up until the nearly parallel release of Rock Band 2 and Guitar Hero World Tour, which kinda "divided" us as consumers, and ultimately led to my friend giving up his share of Guitar Hero III. WE played the game; against each other, with each other, taking turns in the single-player career, taking turns in trying to beat our previous scores in several great songs... it was relentless. We only stopped when we ran out of beer - and when that happened, I left my friend's apartment, walked a total of three meters into mine, and continued playing alone until I passed out, or admitted defeat at the hands of the great god of "being too drunk for Guitar Hero".

On my account, in a nutshell, Guitar Hero III: Legends of Rock is the ultimate Guitar Hero experience, no matter what you think. It's got its flaws, and I'm sure to go over most of them later, but what's most important is that it's got a great tracklist that pretty much stands up to the game's pompous title, it's tweaked to perfection when it comes to gameplay, and it's got many new, great features. The first two games had great tracklists, but they lacked options, and similar comfort in gameplay - here, the HO/PO notes actually work, it's all up to the player instead of the processor's mood to make them count. AFTER Guitar Hero III, the franchise turned into a great big sellout. Since Guitar Hero III was deemed extremely difficult - which it is - all subsequent games were extremely easy to complete, and the quality of the tracklists took a nose dive with bulks upon bulks of songs that had nothing to do with being a guitar hero, but rather how much money their inclusion in a video game of such wide mainstream popularity made. Guitar Hero III: Legends of Rock was made to please, in all the right ways. And it did.

No matter what anyone says, I think the
cutscenes look cool.
Although Neversoft didn't see fit to truly upgrade the graphics, they at least made the game look a lot more alive than its predecessors, with decent band animation inspired by actual live shows by the respective artists. They even got Bret Michaels to do motion capture for the male vocalist of the virtual band, and of course, the two celebrity bosses of the game - Tom Morello and Slash - who also wrote an exclusive instrumental each to be used as a boss song (.........coooooool?). There are also some humorous cutscenes that carry the very thin storyline filled with rock cliches forward, which are apparently stylistically influenced by Metalocalypse.

There are 73 songs in this game, of which only 20 are covers - and the best part is that two bands, Sex Pistols and Living Colour, even went as far as to re-record their respective songs "Anarchy in the U.K." and "Cult of Personality" specifically for the sake of this game. That goes to show how important of a promotional tool rhythm games had become after the success of Guitar Hero II; not to mention how Dragonforce's sales exploded through the roof after word of the legendary difficulty of "Through the Fire and Flames" spread even to non-gaming circles. Dragonforce are a band I've known for many years myself, and "Through the Fire and Flames" is a mere bonus track. A bonus track in a Guitar Hero game used to equal to repulsive garage crap, but here we have Rise Against, Killswitch Engage, In Flames, Backyard Babies, The Hellacopters... critically acclaimed bands, but ones that aren't that widely known in global view. Well, neither are all the bands on the main tracklist, but it does have plenty of them, representing numerous subgenres of rock, and the tracklist spans nearly four decades of music. The fact that Neversoft included Weezer as a "legend of rock" got you down? Stop sulking, and remember all of the other stuff; The Who, Blue Öyster Cult, Black Sabbath, Santana, Cream, ZZ Top, Red Hot Chili Peppers, Pearl Jam, Muse, Iron Maiden, Slipknot, Disturbed, Metallica, Slayer (SLAYEEEEEEEERRRRR!!!), and even Tenacious D, they're all here. I can come up with plenty of true legends of rock that were left out of the fray - something like twenty per minute - but that doesn't change my opinion on the tracklist. It's awesome, impeccable. And, since most of the songs are master recordings, it feels good, more fun and more meaningful than ever to rock out to 'em. There are a few extremely bad apples on the tracklist, but most of them are once again found amongst the bonus tracks; among which there are also some great songs besides those which I knew beforehand, including the insane "Impulse" by An Endless Sporadic and the gnarly "Metal Heavy Lady" by Lions.

The gameplay of Guitar Hero III set a new standard. Nothing has really changed except for the game's overall clear-cut look, and general mechanics. Although successfully playing the guitar might not feel as precise as it did before due to the somewhat looser mechanics, it is precise - even moreso than before. In turn, the game reacts to flaws in hardware much easier than the previous games. For example, my guitar controller's been in use for three years. There were close to no problems when I was playing the first three games for the sake of reviewing them, but this (semi-)playthrough of Guitar Hero III was filled with phantom notes and sudden messages of connection being lost between the PS2 and the controller, even though it was plugged in tight. Triggering Star Power's hard the old-fashioned way, and it was hard during fast passages (which "Through the Fire and Flames" is full of) to begin with. Although right now I'm personally quite pissed with the mechanics, like you can imagine - I couldn't even beat "Welcome to the Jungle" on my latest run - the fact is that when Guitar Hero III came out, playing virtual guitar couldn't possibly have been more fun and comfy. Indeed, the HO/PO's work as long as the player learns to take advantage of them; for the first time, you can simply slide your finger gently across the buttons to nail a long string of HO/PO's instead of having to press each button down for a while and hope for the best. That means a lot on the account of playability as far as I'm concerned - I'm an HO/PO freak.

Looks familiar, yet comfortably tweaked.
Guitar Hero III is more about guitar solos than any other game in the franchise (or any other rhythm game), hence the extensive developmental work done on the HO/PO techniques. The whole new boss battles are all different from each other and being able to conquer all three of them depends on different factors - rhythm (Morello), technique (Slash) and high speed mixed with the first two (the final boss), but all three boss tracks have the common thread of containing some simply insane solos already seen in fine amounts throughout the whole game, from the very beginning of the main tracklist to the very top of the heap of bonus tracks. Nailing a song perfectly in either Career Mode or Quickplay earns you five golden stars, but be warned, there aren't many songs in this game in which nailing 100% of the notes on Expert is even remotely likely, not even in the beginning of the whole thing. Even simplest songs such as "Hit Me with Your Best Shot" have a surprise or two waiting for the player laughing at their structures, just waiting to ruin the player's chances of feeling too rewarded. Then, there are many of the much-criticized "walls of notes" which are pretty much impossible to beat if your name's not Chris Chike; in my opinion, "Raining Blood" is the most difficult song on the main tracklist (just like it should be, SLAYEEEEEEEERRRRR!!!) just because of impenetrable walls like these. I can safely say I'll never beat that song on Expert. It was hard enough on Hard.

Taking all the songs in this game into account, saying that this game's Hard mode equals the Expert modes of every Guitar Hero game that came before isn't exaggeration at all. Players that are merely good might easily get stuck long before even making it to the third-to-last gig, and even players that can call themselves experts with good consciences will most definitely not beat every song in this game in one, two or even three tries, not even on Hard. The game is that God damn hard. The Expert mode pushes seasoned players to their very limits. Guitar Hero III: Legends of Rock is just about the most difficult rhythm game in history.

Now that I've extensively blabbed on and on about the game's tracklist and its difficulty, maybe it's time to take a look-see at the new features. There are some nice extras such as attire customization for single players, but as a multiplayer experience, the game has had some massive reconstruction work for the better. Not only are there several different multiplayer modes played just for fun, you can also build a career together with a friend. In Co-op Career, you don't have access to all songs, and the bosses are omitted, BUT you do have access to a few songs wholly EXCLUSIVE to co-operatives, including some must-plays as "Suck My Kiss" by the Red Hot Chili Peppers. After you've beaten them once in Co-op, these songs are unlocked for all forms of Quickplay. Co-op Career also has its own rewards, such as stylized basses. In addition to Co-op Career and all the classic, slightly reworked multiplayer modes, you can challenge your friend to a Battle, which works exactly like the boss battles in the game, except that your opponent does not have pre-arranged antics to piss you off with, and you can play any song you like.

The goal is to make Slash your bitch.
I guess I could just spit out how the boss battles work before wrapping this one up. In the boss fights, you have but one single goal: to intentionally fuck your opponent's performance up so bad, that he is forced to forfeit his title of being a rock god over to you. Let's use Slash as an example. You take turns playing the instrumental song Slash wrote exclusively for the game. Star Power phrases are replaced with Power-Up phrases. With these power-ups (read: tools for some really unfair sabotage), you can piss on your opponent's turns, prevent him from getting any power-ups himself, and with good luck, utterly destroy his performance. The power-ups include overloading his amp, which practically means that the notes flicker, doubling his notes and muting his guitar completely until he has whacked the volume back up with the whammy bar. All the tricks are quite damn rancid, and I must say the boss battles are not my favourite parts of the game; they were a great idea, I especially enjoy playing contextual encores with these dudes ("Bulls on Parade" and "Welcome to the Jungle"), but since their actions depend strictly on pre-arranged tactics and they never make any mistakes unless you are able to force mistakes upon 'em, your success in the boss battles depends solely on luck. The biggest problem with the final boss is that the song is way too long, it takes a while before you have the slightest chance of getting one power-up, and there's pretty much one single chance of using one to your advantage. I think the last songs you're required to play to beat the game are quite enough to prove a point or two, they didn't really need the final battle... not saying that the song wouldn't be great, though. 

Guitar Hero III: Legends of Rock is enduring as it is, after all I own the PlayStation 2 version and I'm still fully capable of having fun with the game, but the ones who get the most out of it are definitely Xbox 360 owners, who not only get access to (nearly) the same DLC as PlayStation 3 owners, but have the privilege of Achievements. The DLC ain't no joke, it just stopped flowing way too fast; the first version of Metallica's Death Magnetic track pack - which includes the whole album, plus one exclusive remix - was released for this particular game. There's some more Muse and Dragonforce available, as well as songs by Dropkick Murphys, Motörhead, Def Leppard, No Doubt and Velvet Revolver, just to name a few artists, and Quickplay versions of each of the boss songs, downloadable free of charge. Boy, you love Guitar Hero III long time.

It should've been seen coming that it was all downhill from here. Sure, there have been some downright amazing installments in the Guitar Hero franchise since, but nothing as balanced and on the mark as Guitar Hero III: Legends of Rock. If any of my friends are reading this, stop by. The beers are on me.

GRAPHICS : 6.8
SOUND : 9.6
PLAYABILITY : 9.1
LIFESPAN : 9.0
CONCLUSION : 9.2


TRIVIA

a.k.a. Guitar Hero III

GameRankings: 78.00% (MAC), 78.00% (PC), 85.50% (PS2), 83.77% (PS3), 85.69% (X360), 86.45% (Wii)

Axl Rose sued Activision for $20 million in late 2010, for the supposed misuse of Guns 'n Roses' music and Slash's likeness.

torstai 3. marraskuuta 2011

REVIEW - Guitar Hero Rocks the 80s (2007)

GENRE(S): Rhythm
RELEASED: July 2007
AVAILABLE ON: PS2
DEVELOPER(S): Harmonix Music Systems
PUBLISHER(S): RedOctane, Activision
PLAYERS: 1-2

The Xbox 360 version of Guitar Hero II got exclusive songs, much to the dismay of franchise fans, who weren't happy to see the PlayStation 2 exclusive become a multi-platform title to begin with. Well, we PS2 owners got 30 exclusive songs of our own in July 2007, just three months after Guitar Hero II's release on the Xbox - in the form of Guitar Hero Rocks the 80s. The title's a little too promising, the tracklist certainly doesn't match its great potential, and the game is not a step into one direction or the other - half a step back at the most - but it's a fun, traditional Guitar Hero experience nevertheless. It goes back to the time music was music, and guitar riffs were guitar riffs.

The history of hairspray

Guitar Hero Rocks the 80s was my first experience with the phenomenon that was Guitar Hero, and because of that, I have undying respect for the game, even though I acknowledged the measly size of its tracklist and other shortcomings in comparison to the other games of the series from the beginning. It was the only game that came bundled with the guitar controller I could find at the time when I just had to buy one game in the series.

The first thing you've got to understand about the game is that it was never meant to be a full-fledged Guitar Hero game, although it was promoted as one; it's like an expansion pack of sorts for Guitar Hero II, released as kind of like an unofficial apology to PlayStation 2 owners for the exclusive songs in the Xbox 360 version of the game. Therefore, it doesn't show any signs of evolution whatsoever when it comes to gameplay. If you liked the way Guitar Hero II worked, you'll like this game. Although you'd rather not pay the same price for a game that has 30 playable songs as you did for a nearly identical one that had 64 of them.

Rocks the 80s looks different, in terms of style. Nearly everything about it is stylized to remind one of the main theme of the songs, including the company logos in the beginning of the game, which are pixelated to look like they were opening credits for a Commodore 64 game (hey, Rockstar already did this...). In other terms, the game looks just like it did before - ugly. But, once again, if you're here to judge the game based on how it looks or if you even have time to see how it looks, you're playing the wrong game.

Yep, it still looks like Guitar Hero, all right.
I have plenty to say about the tracklist, and I'm not sure where and in what tone I should begin. Indeed, there are only 30 songs, which equals to the main tracklist in the first game - that's way too few songs. Although there's a bit of pop, new wave and early alternative rock here and there, most of it's 80's metal or hard rock, even European stuff, which I'm very grateful for. If a Guitar Hero game's first three setlists have Quiet Riot, Scorpions, Skid Row, Twisted Sister, Dio and even Accept (!) on them, and the game continues by throwing down names like Ratt, Krokus, Anthrax, Judas Priest and - finally! - Iron Maiden, it can't be all bad as far as I'm concerned. Sadly, we also get a lot of hapless crap that should've been left in the decade in which they belong in return, including, but not limited to, The Go-Go's, The Romantics, X, Faster Pussycat, and, my personal "favourite", motherfuckin' Poison. One picky son of a bitch like me should also note that three of the songs aren't from the 80s. Limozeen is a fictional 80's band from a Flash cartoon known as Homestar Runner, and "they contribute" with a quite unmemorable, basic rock tune. As much as I enjoy their presence when it comes to gameplay alone, "Ballroom Blitz" by Krokus and "Radar Love" by White Lion are both covers of songs made in the 70's. Both versions were very popular in the U.S., but still, I don't rightly know why they were squeezed in here to steal valuable space... ah, what the hell am I complaining about? Weeeeell, if there's something to complain about, it's the usual fact that just like 23 other songs on the tracklist, they're covers made by the WaveGroup Sound studio. Covers of covers. Imagine that.

WaveGroup Sound continues to improve, to the point that some of the songs are almost indistinguishable from the real things, especially if you're hitting that strum hard enough to not hear the songs properly. However, the truth can always be found in the voice of the singer. If there's one thing I hate about WGS' covers in particular, it's how the singers, regardless of their nationality and articulating skill, tend to imitate the original singers to the point of pronouncing words similarly. Nothing beats the amusement-to-nausea that ensues when you're forced to hear an American guy trying to sound like Klaus Meine - the Scorpions lead vocalist infamous for his horrible articulation of the English language. It's even worse when the lyrics are changed, like in Accept's "Balls to the Wall". I'm kinda amazed they put the song in here to begin with, considering that most media jerks think the song is about testicles. Well, the original chorus remains untouched, but there's one sentence that sticks out to me like a sore thumb - "let's plug a bomb in everyone's ass" turns into "let's plug a bomb in everyone's case". ...What the hell?! Since I'm a long time Accept fan (15 years and counting), these kind of little things have the risk of setting a certain kind of mood towards the many cover songs, and since I'm a long time Accept fan, I started my Guitar Hero "career" with this song, so... ah, forget about it. We're here to play (with) the guitar.

Like I said, nothing has changed about the game, since technically it's not a sequel. The Store pretty much sells the same stuff - except for new songs to play - the Career Mode advances the exact same way (it's even got the same damn cutscenes!), and the mechanics are the same. Which, of course, means that they're good and comfy. I think that at this point the playability was no longer an issue - the success of Guitar Hero depended on the tracklist, the game as a whole and its longevity. The tracklist is pathetic in size, and the game does not have the tiniest spot in the franchise's actual evolution. Even though I have mentioned several times that the game is not a full-fledged Guitar Hero game, it's sure priced like one! That's a problem.

We got the beat.
As fun as it is to start out with a whole handful of the best of the 80's, somehow make it through the slump that the game falls into in terms of song quality in the middle of the game to at least TRY to wrap the whole thing up with a solid marathon of songs by Dead Kennedys, Anthrax, Winger (yeah, I know), Judas Priest and finally, Extreme, the game is a rip-off, pure and simple. There are so much potential songs from top-quality artists missing from it, that could have easily been squeezed in if the whole promising concept wasn't ultimately developed by a bunch of fools rushing in - who must've intentionally rushed the game to effectively end their contract and focus on their new, extravagant Rock Band franchise.

There are just a few really challenging songs, and even fewer in which the challenge is fun to face. Some early songs like "Because It's Midnite", "Ballroom Blitz" and "Round and Round" have SICK solos that come out of nowhere and not being able to beat them after acing the respective songs to the last note, not even with Star Power, and having to restart the songs over and over again because of them, is somewhat disheartening and before long, makes you hate the songs. Later tracks like Anthrax's "Caught in a Mosh", Judas Priest's "Electric Eye" and Extreme's "Play with Me" provide a whole lot more entertainment since they're difficult throughout. I'm still trying to beat "Play with Me" on Expert... but it's pretty much the only reason for me to keep playing the game.

In retrospect, Guitar Hero Rocks the 80s was not the best place to start investigating what all the noise was about, but it did do an OK job in turning me into a believer back in a time I virtually didn't know anything about the other games, or their variety in songs. The most serious completist will want this game, what we need is a similarly themed game with a doubled amount of songs at the very least.

GRAPHICS : 6.0
SOUND : 8.0
PLAYABILITY : 8.5
LIFESPAN : 6.0
CONCLUSION : 7.3


TRIVIA

a.k.a. Guitar Hero Encore: Rocks the 80s (US), Guitar Hero - 1980s Edition (working title)

GameRankings: 69.37%

In late 2007, The Romantics filed a lawsuit against Activision, RedOctane, Harmonix and WaveGroup Sound over their cover version of "What I Like About You", which they claimed to be virtually indistinguishable from their original song and trick consumers into believing the band endorsed the game. The case was dismissed in the court in the summer of 2008, as Activision had acquired the proper rights to use the song in the game, and the band no longer held the copyright for it.

tiistai 1. marraskuuta 2011

REVIEW - Guitar Hero II (2006)

GENRE(S): Rhythm
RELEASED: November 2006
AVAILABLE ON: PS2, X360
DEVELOPER(S): Harmonix Music Systems
PUBLISHER(S): RedOctane, Activision
PLAYERS: 1-2

Guitar Hero was a sleeper hit if there ever was one, but it was its first sequel that propelled the franchise deep into the heart of the mainstream, to be the laughing stock of real musicians and other stiffs most of which who never even tried the game themselves, and pretty much the favourite party activity of others - besides drinking. Guitar Hero II is still one of the strongest games in the series - it shows great progress from its predecessor in many areas, from the single- to multiplayer, and it features an extremely solid setlist guaranteed to please everyone even moreso than the first game.

"Free Bird" will peck your eyes out

I have nothing that essential to say about the game on a personal level except that it - in theory - probably has my favourite retail tracklist out of all games in the series, counting out Metallica, of course. There are a few total misses, but a lot more hits. I got Guitar Hero II long after I got Legends of Rock, and my friends were asking me why. I thought to myself, kind of in a fit of regret, that I did it for the tracklist alone, it seemed so awesome, but then I figured: hey, in Guitar Hero, what else do I really need to have a hell of a ride? Well, good gameplay mechanics. Guitar Hero II has those as well. Though it might not seem that way, Guitar Hero II is a quite impressive leap forward from the first game.

Star Power from the skies.
The graphics are almost exactly the same, though. The progressive scan is a little sharper, the animation in general is a bit better (your vocalist even moves his mouth this time), and the notes do not look quite as flat, you don't have to really focus and keep your head tilted slightly sideways to make them out. Which is good, 'cause there are a whole lot more of killer riffs that throw notes at you at an extremely rapid, tight and precise rhythm. It's still quite ugly all around, but what the game looks like is quite irrelevant.

What the game sounds like is most important, and it sounds very good. There are 40 songs on the main tracklist, two of which are master recordings, and the rest are covers, once again done by WaveGroup Sound, and I must say they paid way much more attention on making the songs sound as real as they could. However, there is one cover that is downright horrible, and that is "Killing in the Name" made famous by Rage Against the Machine. Why include a song like that if you must be wary of the use of expletives? The vocalist sounds absolutely horrible and the way they replaced the expletives with some random, clean outbursts sounds corny and out of place. To not overtly criticize WGS, I must say they did a great job on "Institutionalized" by Suicidal Tendencies; I thought no one could ever duplicate the song. The two master recordings are contributed by Primus, and perhaps the most overrated piece of shit band in rock history (besides Nine Inch Nails), Jane's Addiction. I guess Perry Farrell's out for some pity points and driven by the assumption his band would still have some decent commercial standing in the world. What else do we have here? Thin Lizzy, Alice in Chains, Guns 'n Roses, Mötley Crüe, The Police, Anthrax, Danzig, Kiss, Allman Brothers, Heart, The Rolling Stones, Cheap Trick, Iggy Pop, Stray Cats, Wolfmother, some more Sabbath and Megadeth, even Lamb of God, and finally, Lynyrd Skynyrd, with a song you could've never imagined trampling on your dreams and making you cry out of not just sorrow and/or heartache, but physical pain and terror. There is something for everyone, for sure.

The bonus tracks are of slightly better quality than the ones in the previous game, and not just because there are multiple bands and artists I already knew before playing the game. Most of the bands on the list still consist of Harmonix employees, but there's also a song by The Last Vegas - winners of a band contest held by Harmonix - "Jordan", a famously tricky contribution by Buckethead himself, "Six" by All That Remains, "The Light That Blinds" by Shadows Fall, "X-Stream" by Voivod, and finally, the almighty "Thunderhorse" by the one and only Dethklok. "Thunderhorse" is honestly one of my favourite songs to play in Guitar Hero history, but only on Hard - the Expert version kills, and not in a good way.

Easy as pie? Wait 'til you see "Jordan".
The goal of the game - to leave your past life as a lowly garage rocker to be a rock god - hasn't changed one bit, although it's artificially modified to make your virtual band feel a little more alive - Harmonix did it by adding consciously generic cutscenes in which your tour bus travels from one venue to another, and hiding the final song on each of your setlists until you've finished all of the other four, to serve as an encore. They're very often the best songs in the whole game, so waiting to see what they are adds to the excitement in a slight, but cool and rewarding way.

Every main feature of the Career Mode is still intact, there's no more or no less. The Store has went through some clean-up to include as lot of new stuff as possible, so a lot of the unlockable extras from the first game are moved to be at the player's disposal from the beginning. Aside from the remarkably well considered tracklist - disregarding the few bad apples here just 'cause I'm such a nice guy - the improved gameplay mechanics are what make this game so good. The guitar controller's motion detector used to trigger Star Power is more responsive, as is the strum, AND most importantly as far as I'm concerned, the hammer-ons and pull-offs actually work, which means that you can actually rip those tricky-looking solos apart by utilizing advanced techniques - it's still extremely hard, but at least it's certainly possible. The HO/PO notes are easier to spot than before, too.

There are two new multiplayer modes to accompany the traditional one, which is now renamed Face-Off. In that mode, you can face off against a friend in any song, and you can both choose your difficulty levels. Playing on Expert and doing fine does not guarantee victory over a player playing on Easy and doing great, which makes this kind of a sensical, but uninteresting mode. Pro Face-Off is more like it; it's the same thing, but you're both playing on the same difficulty level. Co-operative is fun, and semi-self-explanatory. You can take any unlocked song and play it with a friend instead of against him, with the other player on lead guitar and the other one on bass - or, depending on the song, rhythm guitar. This was the first step of Guitar Hero becoming a true band simulator than just a party game exclusively revolving around a toy guitar.

That is one mean looking axe.
So, it's an updated version of Guitar Hero - works for me! Seriously, it truly does after all these years; it poses the kind of challenge Guitar Hero never came even close to providing. Sure, "Frankenstein", "Cowboys from Hell" and "Bark at the Moon" were difficult songs, but Guitar Hero II features so much more difficult songs, and they're actually scattered all the way from the middle of the game right up 'til the end, and not just clamped in one in the final set. Rapid strumming and chords composed of three different notes are standard for an Expert song from an early point on. Star Power isn't as effective as it used to be. This game makes you fight for your prize, and going at it on Expert is pretty much your funeral. You've all heard of "Through the Fire and Flames" in Guitar Hero III, and while it still stands as the most difficult song in Guitar Hero history, Guitar Hero II has a tank full of songs that are not to be taken lightly, all the way from the exhausting passages of "Freya", to the non-stop burns of "Rock This Town" and "Psychobilly Freakout" to the final solos of "Free Bird". Of course, you can also go to the Store to unlock "Jordan" for your warm-up sessions any time. Giving Microsoft ten more songs for their Xbox 360 port was a bad move by Harmonix when it comes to the lifespan of Guitar Hero II on the PS2, but we're still talking about a very impressive period of time; most of the songs are so great you just don't want to let go until you've nailed five stars from each of them, on the difficulty level that matches your skill (or will).

Guitar Hero was a game. Guitar Hero II was the start of a global phenomenon, one that perhaps came and went, but definitely left a mark. All of the most important features of a classic rhythm game are in place, and although the final game in the "original trilogy" went and hit the ultimate jackpot despite being developed by the wrong company, I will never forget the effort Harmonix made with Guitar Hero II. It's just great, a defining moment in rhythm game history.

GRAPHICS : 6.0
SOUND : 9.2
PLAYABILITY : 9.0
LIFESPAN : 8.5
CONCLUSION : 9.0


TRIVIA

GameRankings: 91.95% (PS2), 92.29% (X360)

The Xbox 360 retail has ten more songs than the original PlayStation 2 game. Eight of them are on the main setlist, while two are additional bonus tracks. They are - in order of appearance - "Possum Kingdom" by Toadies, "Salvation" by Rancid, "Life Wasted" by Pearl Jam, "Billion Dollar Babies" by Alice Cooper, "Hush" by Deep Purple, "Rock and Roll, Hoochi Koo" by Rick Derringer, "Dead!" by My Chemical Romance (master recording), "The Trooper" by Iron Maiden, "Drink Up" by Ounce of Self and "Kicked to the Curb" by Noble Rot.

The Xbox 360 version also has the benefit of downloadable content. 24 downloadable songs have been released for the game; half of them are songs from the first game, which was only released on the PlayStation 2.

An "expansion" to Guitar Hero II, exclusive to the PlayStation 2, entitled Guitar Hero Rocks the 80s (better known in the U.S. as Guitar Hero Encore) was released in 2007.

"Jordan" was only played live by Buckethead prior to its inclusion in Guitar Hero II. The song's studio version remained exclusive to the game until the summer of 2009, when it was released on iTunes.

The memorable South Park episode entitled "Guitar Queer-O" (Season 11, Episode 13) was inspired by the popularity of Guitar Hero II. The episode features a fictional version of the game (referred to as just Guitar Hero), and some of the songs in it, including "Carry on Wayward Son", "Jordan" and of course, "John the Fisherman" by Primus, who perform the show's theme song. The episode premiered in the U.S. less than two weeks after the release of Guitar Hero III: Legends of Rock.