Guitar Hero: World Tour
Rocking all over the lounge. Again.
Thanks to Guitar Hero: World Tour, we had to listen to Michael Jackson's Beat It blare out across the Leipzig business centre approximately 149 times per day for the entirety of Games Convention, interspersed occasionally with a brief rendition of Livin' On A Prayer. The former, at least, actually turns out to be quite decent typing music, so thanks for that, Activision!
There's something quite surreal about the speed with which Guitar Hero has captured the world. Three years ago, it was a curiosity import published by a peripheral manufacturer best known for its dance-mats. We distinctly remember the man in the godforsaken, middle-of-nowhere import shop where we first laid our eager hands on Guitar Hero advising us to hang on to it, assuming it'd be a valuable curiosity one day. Now it's a massive, global event, played on-stage by celebrities and in living rooms by, well, pretty much everyone on every console, and making an awful lot of money for everyone involved with it.
It's currently undergoing another metamorphosis, turning itself from a beat-matching videogame into a set of music tools, attempting to similarly morph its players into creators. We got the chance to see how exactly it's going about this in Germany, where Neversoft and Activision fully unveiled the new equipment and music creation software that we glimpsed earlier this year.
The finished peripherals really are things of beauty. It seems bizarre that we've managed to become connoisseurs in the field of pretend instruments at some point over the past five years or so, but the quality of the drum kit and new guitar would be obvious even to people who haven't spent inordinate amounts of time familiarising themselves with the old ones.

It all looks eerily familiar, but World Tour is actually an impressive step forward in a lot of key areas.
The drum kit, especially, is a definite step forward, and does far more than just raise two of the pads and make them roughly cymbal-shaped; it's sturdy, amazingly quiet, and has satisfying bounce to it, making drum rolls and improvisation easier - especially important for freestyling in music creation.
The guitar, too, has been designed with music-creation in mind. Small differences make the thing more pleasurable to play - a contoured strum-bar, funky-looking, dial-shaped start and select buttons, a Rock Band-style effects selector, a lovely (detachable) sunburst finish - but the major difference is a touch-sensitive panel near the bottom of the neck. It's used for soloing, tapping, and even strumming if you'd rather tap the neck than flick the strum-bar, but more excitingly, it's a second input in the music-creation suite, allowing you to modify what you're playing and enabling the guitar to be used as an all-purpose, flexible input device rather than just a five-button toy instrument.
The way that music-creation works is rather difficult to explain in words, but as soon as you get the chance to have a go, it all becomes clear. You start off in a jam session, where up to four players can choose an instrument - rhythm guitar, lead guitar, bass, synth or drums. You can then all play happily along in E Major on the default settings and make a surprisingly decent noise, or dive into the menus and start messing around with every conceivable aspect of the sound.

It also lets you play on an aircraft carrier.
The first thing you can do is choose a scale, which naturally changes the notes that you can play with the guitar's five buttons and their various combinations. You can pick from any scale, or create your own if you're trying to play something complex. Guitar Hero: World Tour is partnered with Line6 amps, so you can pick from about sixty predefined guitar noises or twiddle a screenful of virtual knobs to create your own. You can instantly save any sound that you create, and with the touch of a button, everybody will be playing on the same scale, so one keen person can be the sound engineer for the entire band.
Playing the instruments is perfectly intuitive. The drums act just as you'd expect them to, and you find yourself with a surprisingly instinctive control over the sound whilst playing guitar. Tilting the guitars up and down changes the octave, giving you adequate note variation to play most things you'd want to without constantly having to switch scales. You can start recording at the touch of a button, and of course all the instruments record on separate tracks, so if the drummer skips a beat it can be re-recorded later.
This is all stuff that you'd probably expect from World Tour's music-creation tools, but the drum and synth machines go far further than we expected from the game. If you don't happen to know an excellent drummer, or if you're looking for a different sound from that of a drum-kit, you can use the guitar to control an unexpectedly sophisticated backing-track machine. It makes our plastic guitars into actual synthesisers.
It's a little like beatboxing on a guitar controller, if you can imagine that. You set the tempo and the sound set - jungle, techno, gunshot, rock, metal et cetera - and hold down one of the buttons to set down a beat. You can then adjust and play around with that beat using the other buttons and the touch-sensitive panel. For instance, tapping green on the touch-sensitive panel might add in another beat, holding red might drop everything but the bass. Tilting the guitar alters the volume. What's amazing about it is that practically everything you do sounds good.
The synth machine works similarly, although we didn't see everything it can do. You can either set the keyboard up to work like the guitar - as in, you press a button and strum, and it makes a noise - or use the synth machine to set up a fuller backing track. It's going to be possible to create anything imaginable with these tools (except vocals, disappointingly), from a techno remix of Purple Rain to a metal cover of Umbrella to any imaginable kind of original sound. Activision told us that it's leaving GHTunes - the game's uploading/downloading marketplace for user-created music - completely open, but if there are complaints from copyright holders it'll be obliged to act upon them. We imagine, however, that players will spend much more time creating their own music than copying others.
Once you're done jamming and have all the instruments laid down, you can nip into GHMix, your own little Guitar Hero production studio, to re-order the recording and sort out the mix. Once it's done, it can be exported to play immediately, or uploaded to GHTunes for other people to download and play, complete with band biography and fully-customisable album art. There's so much scope for expanding this in the future; it all depends on just how creative players decide to get with World Tour's music creation.

The studio is arguably throwaway for some, but it's very well thought out.
It's possible that the comprehensiveness of these tools might seem almost ridiculous. Why learn how to play fake instruments to this degree of proficiency when you could be learning an actual instrument? The difference is, though, that we've already learned how to play Guitar Hero - World Tour is giving us the opportunity to transfer those impressive but inescapably useless fake-guitar playing skills into creative endeavour.
And it works. It's fun and completely compulsive, and after weeks or months of experimenting with scales and harmonies and chromatics, figuring out what sounds work well together and messing around with drum-tracks, it's easy to imagine developing an understanding of music that could be put to use far beyond these in-game music tools. People who have fun just jamming in E Major and thrashing out noises on the drums in September might be making sophisticated tracks by next May.
The edge that all of this gives World Tour over Rock Band, and its sequel, is enormous if you're interested in the potential of music creation. If you're more interested in just the track-list and the experience of playing along, the contest is going to be closer. Rock Band is the most professional execution of the beat-matching videogame that yet exists - slick, good-looking and packed with well-chosen tracks - and Rock Band 2 looks like it's going to build on those strengths, offering more music and a better set of instruments. Were these two games competing purely on those terms, Rock Band would probably win out, given its advantages of priority and effortless Harmonix cool next to Guitar Hero's slightly overcooked, self-consciously extreme sense of rock.

No lute support as far as we know.
But as it is, Guitar Hero: World Tour has carved out its own music-creation niche, and the two games differ enough in what they offer to justify both their places in store shelves. What's more, the eminently sensible decision to make all peripherals for both games cross-compatible ensures that neither will lose out needlessly on potential customers.
Guitar Hero: World Tour is turning us from gamers with plastic, pretend instruments into potential musicians. It is giving us an extremely complex set of tools to create our own music on equipment that we understand and have years of practice using just for fun. There's something so incredible about this, something that really speaks about the magic of videogames in general; how they can educate, stimulate and transcend themselves in the hands of enthusiastic players to become something that we'd never have dreamed of just a few years prior.
Guitar Hero: World Tour is due out in October.
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Comments (44) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Veto, veto!!
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Also as I have RB dont want to buy more plastic instruments so was curious if the drum kit would work on this?
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Cross-compatibility of instruments is something that should be applauded, though, and it'll probably turn GHWT from "Not A Chance" to a "Soon As It Can Be Got For 20-25 Squid" purchase for me. Shame so many songs are duplicated in RB2, though.
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Sounds interesting anyway, I wish you could have had a go at the RB2 instruments.
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Yes, your RB drum will work on GHWT. I am just waiting for the official pricing in the UK
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They are writing about what they were shown. Can't really expect more can we.
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I'm in it for the Tool, tbh.
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Does that include the game?
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I don't, really. I'm just frustrated that so much of the focus of this game appears to be on a feature that I (and, I'm betting, a vast majority of people) will end up having a 10-15 minute fiddle with and then ignore. Given how much was wrong with GH3 - the ridiculous, joyless difficulty spikes, those bastard boss-battles, the casual misogyny - I'm far more interested in finding out if those issues have been sorted than in reading about the bloody music creation mode. Again.
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If GH: Aerosmith is anything to go by they've certainly addressed the difficulty spikes. Finished it on expert in about 3 hours with only one or two retries. And I can't even finish GH3 on hard!
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/is a wimp
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No vocals in music creation, can't remember where I read it, but Neversoft said it'd be too difficult to moderate content (racist lyrics etc).
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"Thanks, thats sweet"
I'm kinda wondering why people are just accepting this £150 price tag, when Rock Band was £140 from Play/Amazon at launch (once you'd added the game) and people were going batshit mental about it. Ok you get a 'free' bass guitar if you pre-order, but if you already have a guitar from GH3 that's not much use to you. eBay better be ready for the flood when this comes out
Ah, the fickle intertubes....
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I see this sort of thing kind of like YouTube, insofar as the number of viewers massively outweigh the number of contributors, but the system as a whole works for everyone.
I expect that quite a small percentage of GH users will actually get stuck into this and create decent music, but we can be sure that some people WILL create fantastic music with this and their reputation should float them to the top of the inevitable pile of nonsense, just as it does in any game editing scene (assuming it includes a decent user ratings system, which it kind of has to).
In the end, everybody gets a free supply of new tunes whether they want to create any of their own or not. RB2 might have a larger catalogue of known artists, but there is the potential for hundreds of quality user created tunes to play all all styles.
The non-inclusion vocals is a real shame though. I can understand that recording and uploading your own vocals is a non-starter because of the huge increase in storage requirements it would cause, but being able to include your own lyrics and pitch information in a track would made the studio complete.
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"but Neversoft said it'd be too difficult to moderate content"
That seems a bit of a cop out. Other services (such as YouTube and SingStar) get by ok by giving players a "report dodgy content" option. Don't see why GH couldn't do the same thing. I can understand their fear, but its quite a massive limitation that they are putting in place to protect themselves.
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Well, the voice channels on all the FPS games have plenty of racist insults so why not just put a "rating changes with online interaction" sticker on it and be done like they do.
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Rock Band's original price suggested by EA was GBP 129.99 / EUR 169 for the instruments bundle plus GBP 49.99 / EUR 69.99 for the game, which totaled to GBP 180 / EUR 240, a *bit* more than the 169 USD they were asking for the full package (instruments plus game) in the US.
The fact that retailers lowered the price to a more reasonable GBP 140 came second to the uproar
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Seems weird to create music in them, as they're going to be veyr much defined by what sounds the game allows you to make. It's more of a level editor than anything else I guess.
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For sure, I can see what it adds to the experience but I primarily play Rock Band as, er, a band with the rest of the family. The only role that's always filled when we play is the vocalist, largely because my wife and daughter aren't really interested in any other instrument, so something that adds content that'll always be sans vocals is of limited interest to me.
Yeah, it'd be nice if someone could throw together a good version of Purple Rain or Another Girl Another Planet for me to have a fiddle with, but a wide range of well-put-together and reasonably-priced DLC is much more important, personally speaking. Also - no word yet on how this stuff integrates with the main game. One of the small but excellent ways the structure of Rock Band was superior the Guitar Hero games was that it treated bonus and downloadable songs the same as the "main" on-disk tracklist in terms of in-game incentives to play them. Will GHWT follow suit?
Given that the song-creation tools are probably only going to be of interest to me in terms of what other people are doing with it, another preview primarily covering how that mode's going to work is particularly redundant - as I said, I'm way more interested in finding out whether any steps have been made to sort out the problems with GH3's actual gameplay before worrying about the extra frills.
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"Where do you think the best rock and metal comes from? China? "
Britain. I agree there's a little too much US influence, but that's entirely down to the size of their audience, not musical merit. British bands are still a bit underrepresented in these games in comparison to their influence.
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I am yet to invest in either so it looks like this is the one for me and then I can buy the rockband games, win win for me!
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I think this comes down to the kind of music you like. Britain might have a lot of bands making the kind of music you like, but I think Lemming81's point was that when it comes to the kind of music that GH has at its core, the US has the best bands. Now maybe you think GH should change its musical direction, but that isn't really to do with the bands' country of origin. The US has lots of good bands doing all kinds of music.
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From what I have seen and played of this game, it is a world apart from guitar hero 3. And I cannot wait for this game. The singleplayer has been refined, and the general layout of the game has been polished, which will please some people.
For me the music creator excites me, because me and friends can create songs and share them between each other. At first we will probably see some stupid things that are impossible to play, but activision have already said they will pick one a week or so as theire favourite... Something to aim for!
As for the note charts. Activision have employed a lot of people just to create this game, they have thousands of people working on those note charts. One of the main men at activision metnioned it in an interview recently, how activision has pumped a lot of money into the franchise to take it to a level beyond rock band.
I just hope their efforts are not wasted and people really do get stuck into the music creator.