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#1 | ||
History's Greatest, Mr. E
Posts: 42,425
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GEETAR HERO II
For Those About to Rock With Guitar Hero II, We Salute You! RedOctane Announces Fall US Tour Date
Sequel to Award-Winning Music Videogame to Be Unveiled at E3; Choose Your Weapon – Rhythm, Lead or Bass Guitar - April 17, 2006 - Sunnyvale, CA Get ready for a rock encore! RedOctane® announced today that Johnny Napalm and friends will begin touring the US again this Fall in the new videogame “Guitar Hero II™”. Picking up where Guitar Hero™ left off, Guitar Hero II arrives with a new track list, new venues and additional play modes – including the ability to transform the original Gibson SG Guitar Hero Controller into a rhythm, lead or bass guitar. “Guitar Hero has proved phenomenally successful! Guitar Hero veterans will be able to plug in their Gibson SG Guitar Hero Controllers and rock GH II straight out of the box,” said Kelly Sumner, CEO of RedOctane. “We will really push the envelope with Guitar Hero II. Despite the fact there are many months until release, we’re already implementing exciting features and innovations. This fall we’re going to rock everyone’s world all over again.” The top-secret sequel song list remains firmly in the rock domain, pulling from a mix of classic rock, ‘hair’ metal, heavy metal, modern rock, and alternative titles. More than 55 songs will be featured in the next installment. Veteran music videogame developer Harmonix® Music Systems has been busy in-studio, enriching this rockstar experience with more features and multiplayer modes. In addition to the traditional head-to-head competition, Multiplayer Co-op Mode allows players to collaborate in order to beat songs, with each guitarist playing a separate guitar track. Available guitar tracks include lead, rhythm or bass tracks, depending upon the song. The Guitar Hero SG Controller used in the first installment will also be compatible with the new game. Guitar Hero II is the follow-up to 2005’s award-winning release, “Guitar Hero,” which rocked the game industry and garnered a stack of awards including: “Best Offline Multiplayer Game 2005” and “Music Game of the Year 2005” from IGN.com, and “Best Soundtrack 2005” at the Spike TV Videogames Awards. Recently, it picked up five awards at the D.I.C.E. Summit's Interactive Achievement Awards including Outstanding Innovation in Gaming and Family Game of the Year. RedOctane has confirmed an early glimpse of the upcoming game will be available during the Electronic Entertainment Expo (E3) in Los Angeles next month. The game that has inspired a nation of wannabe rock stars to achieve video game greatness is scheduled for a new US tour on the PlayStation®2 computer entertainment system in November 2006. About RedOctane Based in Sunnyvale, California, RedOctane® is an innovative video game publisher, specializing in rhythm action games. The company began as the world’s first online videogame rental service. In 2001, RedOctane introduced the world’s first home non-slip dance mat and dance mat covers, and a year later the firm’s Ignition Pad was premiered – subsequently winning a host of peripheral awards. Guitar Hero was released in the US in November 2005 – to universal consumer and critical acclaim. For more information on RedOctane please visit www.RedOctane.com. About Harmonix Music Systems, Inc Veteran music video game creator Harmonix® is developing Guitar Hero II. Based in Cambridge, MA, Harmonix previously developed Guitar Hero, Frequency, Amplitude, Karaoke Revolution and EyeToy: AntiGrav. For more information about Harmonix please visit http://www.harmonixmusic.com Quote:
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#2 |
History's Greatest, Mr. E
Posts: 42,425
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So since I can use the same controller, I am definitly going out and buying this tomorrow.
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#3 |
History's Greatest, Mr. E
Posts: 42,425
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By "this" I mean Guitar Hero 1.
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#4 |
Tap-In
Posts: 20,300
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"including the ability to transform the original Gibson SG Guitar Hero Controller into a rhythm, lead or bass guitar. "
Oh my. |
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#5 |
History's Greatest, Mr. E
Posts: 42,425
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I still say an online mode to play others and POSSIBLY d/l new songs would be sweet too. As would create-a-character.
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#6 |
Posts: 10,880
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Fucking awesome!
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#7 |
Angel Headed Hipster
Posts: 37,942
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Still need to get the first one, but
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#8 |
Posts: 22,695
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Fuck yeah
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#9 |
Posts: 22,695
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Just found a Q&A thing on IGN.
Guitar Hero II Interview We blow the doors off the sequel to the most rockin' game to ever hit the PS2. by Chris Roper April 17, 2006 - It's no secret that IGN's love of Guitar Hero is something unholy. Even now, months after its release, it's rare that a day goes by when someone around the office isn't overhead mentioning Guitar Hero in some offhand comment. Things like, "Man, that song would be great in Guitar Hero", or more commonly, "Do that again and I'll beat you to death with my Guitar Hero SG. Seriously, I have extras so I'm covered." So when the existence of Guitar Hero II was brought to our attention, after we cried ourselves to sleep in pure bliss, we called up the folks over at RedOctane to dig up as many details on the sequel as we could get. We managed to get a hold of the closest thing to lead guitarist over at RedOctane, John Tam (technically executive producer on the game), who answered quite a few of our questions about Guitar Hero II's new features, its production, the musical stylings and much more. IGN: First off, thanks for taking the time to talk with us. John Tam: Of course. IGN: So this has to be an exciting project for you guys since the first Guitar Hero basically took off out of nowhere. I know when we first played the game we thought it could be huge, but no one knew how the public was going to react to it. But it just exploded... JT: We were working on it for so long and even a year ago today, when we were playing what we called the Dope Nose demo - it looked like pong, there were no graphics, just 8-bit graphics, with the correct sound files laid in so that it would play according to the music system, and it was just so much fun. We didn't have a good guitar, it didn't look very good, there was no real scoring... It was just hit a note and get a point. And we played that for like a month straight and we knew that we were onto something really great. We just didn't know how well it would catch on or how well we could bring it all together, and ultimately, we didn't know how good we could get the guitar to be. And we're very proud of our portion of the recipe, and we're really glad that we secured Harmonix for the project and all that, so… It's been super-exciting, exactly. IGN: The main new thing in Guitar Hero II is the ability to play separate lead, rhythm and bass tracks, or segments of the song at least... JT: Yeah, let me explain that. People are really excited about the game, but after playing the first game and being used to it and getting through to expert mode, people just wanted more, and so we knew that for the sequel, "more" means a lot of things. It's not just more music, or more characters or venues, they want to have the full experience filled out. In Guitar Hero 1 you're playing just one stream [of audio], and in co-op mode, you're actually sharing that stream and it alternates back and forth and you share the two channels, the left and right channels. But it's really just one stream that comes off the disc, the lead guitar. For the sequel, for every song, there's going to be two streams. Some of those second streams are going to be rhythm guitar, and some of those streams are going to be bass guitar. So there's not three streams, there's actually two streams. But with two guitars you'll actually be able to play co-operatively and you're not playing the same exact track, like sharing the lead guitar track. You're actually playing your own track. IGN: So this is more of a multiplayer thing rather than a single-player feature? JT: Yes. For single-player, Guitar Hero is always going to be about being the lead guitarist, because that's what the illusion is, that you're a lead guitarist in a band. IGN: So when you set up to play multiplayer, do you get to choose which one you want? Can I choose to take the backseat and let the other guy play the leads? If you want to go the old-school route where you go back and forth, can you still do that? JT: Yes. This is an additional play mode; this doesn't take the place of the existing co-operative mode that was in the game. Our nomenclature isn't fully set on what we're calling everything, but the existing modes are there. There's going to be the appropriate modes so that you can pick different difficulties to play against each other. So, a lot of features that people expected as part of the natural progression after playing the game are features that we're building into Guitar Hero II. IGN: Since you can change difficulties between two different players, how does that play into the balance of the scoring? We know a lot of people just play for fun, but there are people who play competitively for score. JT: Well, it's obviously easier to get more points when you have more notes, so on easy or medium, the lighter modes, you just can't get as many points since there's less notes, because you're playing the same song. It's also stuff that we're figuring out as well, it's something that's a work in progress. In terms of making it a true competitive game, the best competitive mode will always be playing the same exact track and the same exact difficulty and hitting every single note. That's the only way that you can truly check a real-world score against each other in a full competitive mode. Where you're playing two different difficulties, that's more of a handicap just to be able to play with each other. IGN: If you're playing the lead part of a song, does that basically play the same way the first Guitar Hero did, where you're playing a lot of rhythm and then break into the lead when that comes in? JT: Well the idea is that you're actually playing the true section of lead guitarist, or bass guitarist, instead of where in Guitar Hero 1 it was kind of arbitrary, the stream that you were actually playing. You notice that in some of the songs you were actually moving to different instruments to fill in the blank spots. That takes place at authoring time, and so as we're working on the songs I can't tell you exactly how it's going to be because it's song-dependent, but I can tell you what we're going for. In that co-op mode, we're going for more of a feel that you're fully that instrumental player, instead of just having that one stream where you're kind of going all over the place. IGN: You guys are using the same studio and musicians, correct? John Tam: We're still working with WaveGroup to author the songs, so we are working with the same production plan. IGN: And Marcus [Henderson] is still on guitar? JT: [laughs] Marcus is still one of the heroes of Guitar Hero, yes. IGN: I don't know if you want to talk specifically about any songs that are on there yet... JT: It's still too early to talk about which songs we have, because really we're in the middle of licensing, so... IGN: Okay, well speaking about it in general terms, is there any sort of shift in genres? Is it maybe more classic rock, newer stuff...? JT: Well, there isn't a desire to change the "mix" because we feel that we hit the sweet spot very well between old, new, modern and the different genres of rock. But where we're focusing our efforts is to get bigger. A lot of big bands eluded us the first time, and when you talk about songs people want to see, they're usually centered on these big bands - AC/DC, Led Zeppelin, Van Halen, Metallica… I can go on and on, right, and we can talk about this for days on end. A lot of the difficulties in getting to those bands were sometimes cost-prohibitive. Sometimes they didn't get the vision, sometimes it's even hard to get to the right person if you have nothing to show them. But things have changed. People have heard about Guitar Hero, we have something to show them… They understand that we're not going to embarrass their music, we're going to actually pay homage to their music and get it to the point where people are going to fall in love with their music and understand their music in a totally different way than they've ever experienced it before. And so, it's our hope, and we're aggressively pursuing any angle that we can, to get to some of the bigger bands that did elude us from Guitar Hero 1. IGN: Have you had any bands actually request to record the parts themselves, or maybe have the vocalist come in and put down their own vocals? JT: A lot of the talks along those lines are going on right now, so… I can't say yes, but we've had some early talks and we've met with some of the musicians from the groups, and they've talked about master tracks, but oftentimes master tracks will cost more or change things substantially from our model of making the game. Or on some of the older tracks, it's just not available - like some of the early Black Sabbath, you can't get the multi-tracks - it's just one analog track. So we couldn't even author it if they gave us the originals because there's nothing broken out, so that's why we have to re-record everything anyways, for the early stuff, at least. IGN: So the press release says that there will be over 55 songs in the game... JT: Yeah. IGN: Do you have the same ratio of about 2 to 1 of major label to indie stuff, or has that shifted in one way? JT: We still want to represent indie rock. Where the first one sort of centered around people we knew, house bands and stuff like that... We're still going to tap those resources, but a lot of smaller bands or newer bands have approached us, and we're still going to have the Be a Guitar Hero contest. We're going to do more stuff like that, so I think that representing indie rock is something that we're going to be able to do in a much better way because people love this project now. There's a story about how the guy from The Toadies found my MySpace blog about Guitar Hero and they were so disappointed because I mentioned how Possum Kingdom was actually on our list to go in, but we were actually holding off for Cowboys from Hell. He was so disappointed, but of course I was like, "Well, it's Cowboys from Hell, so of course you have to go with that, right?" But they want to do something, and there's tons of bands from all over that want to do something for Guitar Hero II. So that's the indie rock. In terms of the percentage [of increase in major label songs], we've increased the budget from 30 songs to 40 songs, so we're pursuing 40 songs for our licensed tracks. IGN: Nice. Now just to be clear, Guitar Hero II uses the same guitar as the first game. JT: Yeah, I mean, literally, we'd be screwing people if we made them buy a whole new guitar to play [the sequel]. IGN: What sort of stuff did you have to cut from the first game that's making its way into the sequel? JT: There's the practice mode, the ability to go in and pick a section and loop it. I mentioned, for multiplayer, picking separate difficulty levels... so those are the things we're getting in. In terms of content, I mentioned more, so we're talking about venues, characters, stuff like that - we're definitely touching everything and giving players more... more to experience. And obviously, if you're playing a bass track, we're going to be looking at including bass guitars into the game as well. IGN: Has the single-player progression changed at all? JT: In some ways, yes. The vision has not changed, but we want to make the experience more like the "budding" rock star, so... I don't want to explain how we're doing that, but there's the desire for us to complete the illusion more. IGN: Do you OD and die at the end of the game? JT: [laughs] Yes and no. IGN: Okay, that's an interesting way to answer that I guess. JT: Well we're not exactly going around the whole sex, drugs and rock 'n roll style of being in a rock star career, but in terms of musicianship and stuff like that, there's other stuff that we're working on. IGN: Well, that seems to cover what we can talk about for now. Thanks for taking the time to chat with us. JT: No problem. |
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#10 |
The Satanic Mechanic
Posts: 52,521
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Fucking yes. \m/
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#11 |
Has an evil monkey...
Posts: 7,299
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RAWK!
Or words to that effect. |
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#12 |
Guest
Posts: n/a
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I got too carried away with my guitar from the first one and well anyway there went money down the drain.
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#13 |
Posts: 22,695
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IGN have got a hands on preview of an early build. This sounds so awesome already.
http://uk.ps2.ign.com/articles/705/705210p1.html Pre-E3 2006: Guitar Hero II Hands-on Plug in, tune up and get ready to freakin' rock once again. by Chris Roper May 5, 2006 - No game in recent years has rocked the IGN offices harder than Guitar Hero, so when the chance came around for us to pick up a couple SGs and plug into Guitar Hero II, well, let's just say we brought our own picks. Dunlop Tortex 0.88mm are where it's at, the by way. RedOctane invited us down to WaveGroup Sound, the studio behind the series' pitch-perfect covers, to check out the game and rock out a few tunes in the mixing room. The build we played was a preview of the E3 build, so we were limited to only two tracks in the awesome new 2-player cooperative mode, but man, we can't wait to pick up the axes again next week at E3. RedOctane just released the list of the seven tracks that'll be at the show, which include covers of Reverend Horton Heat's "Psychobilly Freakout", KISS' "Strutter", Butthole Surfers' "Who Was In My Room Last Night", Van Halen's take on "You Really Got Me", Black Sabbath's "War Pigs" (Oh Lord yeah!), Rush's "YYZ" and Drist's "Arterial Black". The rest of the 55+ tracks scheduled for the game remain under tight wraps, but from the hints of possibilities that RedOctane dropped our way, the final track list could have some killer songs that people have been begging for since last year. One of the biggest new features in Guitar Hero II is its cooperative mode (final mode names pending). The 2-player mode from the first game had two guitarists trade licks back and forth, each with their own score, Star Power and so forth. This mode will still be present in Guitar Hero II, but we have a feeling gamers will flock to the new setup like groupies to KISS. Rather than trading licks, each player has their own part of the song they're assigned to, so while one player will take the lead guitar, the other will play either the rhythm guitar or bass parts, depending upon the song. With the two tracks on display at the demo, the Van Halen version of "You Really Got Me" and Reverend Horton Heat's "Psychobilly Freakout", the second section was assigned to the bass line. If there's only one thing we took from the demo it's that the bass lines are loud. If producers ever let a bassist mix a record, this it what it would sound like. That doesn't mean that it overpowers the guitar, but it's certainly not buried in the background like on many records. The bass is deep, punching and just flat out sounds awesome. This is great in that players won't feel like they're stuck playing the bass section while their buddy rocks out the lead because hitting each and every note just sounds and feel rewarding as hell. Just as it's awesome to nail an extended power chord, every note coming from the bass instills a sense of rock god power when you hit it. Being as most bass lines are rather simplistic in comparison to guitar (we're not forgetting Corporal Claypool), the bass sections of the songs we tried are certainly easier than the guitar parts, even on Expert. But that in no way means they aren't fun as hell, evidenced by the fact that as we traded off between the two tracks numerous times before our session was up, everyone was just as eager to pick up the low end as they were the lead guitar. But the selling point of the game really is the lead guitar, and Guitar Hero II doesn't look to disappoint. "You Really Got Me" is reasonably simple as far as Van Halen tracks go, with a pretty short solo, but it's a really fun song to play. "Psychobilly Freakout" is damn hard, however. It was the first track we tried and went right to Expert, thinking that after we'd dominated "Cowboys from Hell" and "Bark at the Moon" we'd be ready for anything. Big mistake. The opening of this song came at us like it was going out of style, and but seconds later we'd failed. Notching things down to medium with our tails between our legs worked quite a bit better, but we'll definitely be practicing this one when it hits the office. The coolest part about Guitar Hero II's cooperative mode is that it really emphasizes teamwork, or as it attempts to simulate, two members of a band getting into a groove. It's one thing when you're playing alone and you're nailing a song, but it's another thing altogether when you're nailing your section of a song and your buddy is rocking his, making the song that much cooler. It's hard to understand this if you've never played in a band, but you hit a certain state of Zen and it's just cool. Part of the reason that this seems to work pretty well is that you're able to fail miserably, making the times that everything comes together that much better. While the 2-player mode from the first game would allow you to finish the song regardless of your performance, co-op in Guitar Hero II works just like the single-player experience in that you'll fail the song if your performance meter drops too low. Being able to fail obviously means that both players need to bring their chops on the harder levels, though one extremely welcome feature this time around is the ability to assign separate difficulty levels for each player. So, while one person may always play on Expert, their buddy who might be new to the game can choose to play on Easy and still rock together. Now, playing on Easy means that you'll have less notes to hit so your score won't be as high, but this also could impact a bass player's ability to help out the lead guitarist. Since both players are constantly influencing the Rock Meter, the bass player can really help keep the duo going through a difficult solo by hitting all of his notes. Of course, using Star Power always helps you get through difficult sections and solos, but this time around it's not individual - both players add power to the Star Power Meter and both need to lift their guitars simultaneously in order to trigger it. Again, cooperative. In addition to building up the same pool of Star Power, notes from both players count towards increasing the score multiplier. Likewise, if either player messes up, the multiplier gets reset. This leaves the potential for both massive scores, as you're able to ramp up to X4 and X8 that much faster, and fairly poor scores as either player can set it back to X1. Our demo really only scratched the surface of what we'll see in Guitar Hero II. We're already sold on the new cooperative mode, the bass stuff seems to work as well as we'd been wishing for, and the two tracks we were able to try are great fun to play. We're psyched to see a little more of the game at E3, which'll hopefully show us some of its revamped single-player mode, but most of our excitement lies around two words - "War Pigs". Oh Lord yeah. |
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#14 |
quesque fuck?
Posts: 23,554
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So you have to buy the game and a special guitar controller? I am confused on that part.
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#15 |
Tap-In
Posts: 20,300
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Wohoo Rush. Should have used "Freewill" though.
Last edited by el fregadero; 05-06-2006 at 06:32 PM. |
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#16 | |
The Satanic Mechanic
Posts: 52,521
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Quote:
GH2 will probably have a lot of copies of both the game by itself and bundles. |
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#17 |
look at that hat
Posts: 4,520
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I don't see it in this thread but I remember this game is rumored to be around $90 at release. I'm sure that's for the bundle but I don't know what would make the guitar twice as much as it was for the first.
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#18 |
The Satanic Mechanic
Posts: 52,521
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Maybe the new bundle has a better guitar.
Like the difference between a DDR mat and a solid DDR pad. |
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#19 |
continental drift
Posts: 46,731
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I can't fucking wait.
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#20 | |
look at that hat
Posts: 4,520
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Quote:
Makes me curious though so I'd like to see if it's true and, if so, what the new guitar has to offer. |
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#21 |
The Satanic Mechanic
Posts: 52,521
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2 whammy bars!!!!!!!!!!!!!!!!!!!111
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#22 |
Tap-In
Posts: 20,300
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Comes with Wah-Wahs, and that little flicker thing that Tom Morello uses on all his solos.
Also, on a serious note, maybe it comes with something in the guitar that could measure how hard you are "rocking out" in reality, like doing the windmill or putting it behind your head and playing or whatever you feel the need to do when the solo comes around. |
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#23 |
Posts: 22,695
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Or the price could just be a guess. When it was first announced over here they said it was gonna cost £60, but it ended up being under £50.
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#24 |
Posts: 22,695
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IGN have a hands on video up at the moment, this game is looking great.
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#25 |
Posts: 22,695
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lol Gamespot have some video's up of this. They got a stage demo up and running and they got two guys playing it. This fat prick says he ruled on the first one etc and with about 20 seconds had failed.
The guy playing the bass part was ok, but the lead guitar player sucked balls. He then put it down to medium and still fucking failed. Was very funny. |
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#26 |
History's Greatest, Mr. E
Posts: 42,425
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#27 |
Posts: 22,695
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#28 |
Crash Bang
Posts: 21,391
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AWESOME. I love the first one.
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#29 |
Posts: 22,695
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Practice mode in action:
http://www.gamespot.com/ps2/puzzle/g...ml?sid=6154814 Guitar Hero II Exclusive Preview - The Practice Mode (Finally) Cometh Remember how your fingers bled when you tried to beat Bark at the Moon on expert? We feel your pain, and bring you glad tidings of a new mode in the Guitar Hero sequel that will ease your frustration. By Brad Shoemaker, GameSpot Posted Jul 27, 2006 6:27 pm PT Armchair rock stars the world over have been flexing the gnarled remnants of their hands in agony ever since Guitar Hero's expert difficulty level took the game industry by storm late last year. If you've ever tried to beat songs on the game's hardest tier--songs like Cowboys From Hell, Texas Flood, and Bark at the Moon--on the expert setting, you know how insanely, maddeningly difficult they can be. What's more, the only way to get good at them is to keep trying (and failing) them, and when you finally blow it, you have to start the song all over again. Hardly the most forgiving way to practice and improve, we think you'll agree. But take heart. Fans of the original game crying out for some way to hone their shredding skills in a more leisurely fashion are in luck. We've just gotten a look at the new practice mode in Guitar Hero II, and we can report that this feature ought to offer a much gentler sort of learning curve than last time around. Considering the songs in Guitar Hero II will be rife with three-button chords and other new stumbling blocks, we're expecting the difficulty level will be higher overall than it was before, so we...sorry, you will need all the help you can get. Using Guitar Hero II's practice mode is easy as pie. It works like this: You can access any song in practice mode that you've already unlocked through the career, and once you pick a song and difficulty level (from the same four as in the original game), the song is broken down into a number of discrete sections. These naturally vary by song, but you'll basically see something like "intro, verse one, chorus one, verse two, chorus two, solo one, solo two, chorus three, ending." You can opt to play one of these sections by itself, or you can set beginning and end points to play whatever section of the song you want. We didn't see a way to play different sections out of order or disjointedly, but then, why would you really want to do that anyway? After you've picked an entire song or a section thereof, the game will ask you what speed you want to practice at. Yes, you read that correctly: You can play short sections of the hardest songs at slow, slower, and crawling speeds (in the game's current parlance). Even better, when you're using one of these slow-mo speeds, all the other tracks--vocals, rhythm guitar, and so on--are stripped out, so you'll only hear the guitar or bass part that you're actually playing, set against a drum machine. Practicing a song on full speed will play it just as you'd hear it in the game, though. You can pause a song and change the section or speed you're playing, although this doesn't happen on the fly--the game has to stop and reload first. Once you finish a practice run, the game will show you a tally--both numerical and percentage-based--of how many notes you hit during that segment. A good solid practice mode was quite obviously one of the things that the first Guitar Hero was lacking, so it's great to see RedOctane and Harmonix setting things to rights with this sequel, which is looking more and more ambitious every time we get a look at it. We can see people really needing this thing to master some of the harder parts in the game, like the bass line in YYZ, which is broken into sections in practice that are just a few notes long in some places (thanks a lot, Geddy). If you're wondering about the extended song list for the game (and who among us isn't), keep wondering--RedOctane isn't ready to name anymore names just yet, but hopefully they'll throw us a bone in the coming weeks and drop a few titles that we can chew on till the game's November release. In the meantime, check out how the practice mode works with some new gameplay movies on Guitar Hero II's media page. ![]() ![]() ![]() ![]() ![]() |
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#30 |
The Satanic Mechanic
Posts: 52,521
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Sexilicious.
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#31 |
look at that hat
Posts: 4,520
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I'll probably end up running through each song once or twice and then spending the rest of time in practice mode until I nail each section.
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#32 |
quesque fuck?
Posts: 23,554
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MOTLEY CRUE IS IN!
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#33 |
look at that hat
Posts: 4,520
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Well I don't think anyone expected it to be perfect.
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#34 |
History's Greatest, Mr. E
Posts: 42,425
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Yeah, here:
New Guitar Hero II Tracks Announced RedOctane loves the '80s and '90s. by Chris Roper July 30, 2006 - At an event held today in Australia (well, actually July 31st in the land down under), RedOctane is showing off a new build of its forthcoming Guitar Hero II, the sequel to one of the best, most popular and certainly most rocking music games ever created. Three new songs are on display at the show, bringing the officially announced track count up to 11. Already announced tracks include covers of Reverend Horton Heat's "Psychobilly Freakout", KISS' "Strutter", Black Sabbath's "War Pigs", Butthole Surfers' "Who Was in My Room Last Night?", Van Halen's "You Really Got Me" and Rush's "YYZ", along with the original master recordings of Primus' "John the Fisherman" and "Arterial Black" by Drist. The three newly-announced tracks are covers of Stone Temple Pilots' "Trippin' on a Hole in a Paper Heart, Anthrax's "Madhouse" and Motley Crue's "Shout at the Devil". "Trippin' on a Hole in a Paper Heart" is taken from STP's third major-label release "Tiny Music...Songs from the Vatican Gift Shop" and features a bevy of muted chords strummed quickly throughout its verses, making for a fast-paced play. "Madhouse" comes from Anthrax's 1985 release, "Spreading the Disease", and is a great example of Scott Ian's grinding guitar work. The Crue's "Shout at the Devil" appeared on the band's 1983 release of the same name and gives hair metal a proper showing in RedOctane and Harmonix's sequel. |
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#35 |
History's Greatest, Mr. E
Posts: 42,425
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I AM I AM I SAID IM NOT MYSELF BUT IM NOT DEAD AND IM NOT FOR SALE
SO KEEP YOUR BANKROLL LOTTERY EAT YOUR SALAD DAY DEATHBED MOTORCADE!!! (guitar solo) |
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#36 |
Posts: 22,695
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HOLY SHIT, SWEET CHILD O' MINE IS CONFIRMED!
http://www.gamespot.com/ps2/puzzle/g...ro2/media.html - go to official movie 1 |
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#37 |
History's Greatest, Mr. E
Posts: 42,425
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AHAHAHA, hahahaa, ahhhhh,
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#38 |
Jamiroquai Bodega
Posts: 18,627
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They should put 12:51 by The Stroks on therr
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#39 |
Posts: 22,695
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and Freebird
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#40 |
History's Greatest, Mr. E
Posts: 42,425
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DaveWadding: yay for new GH II song
Lounge Fly 15: eeeeeee DaveWadding: well 2 of them bbasically Lounge Fly 15: which is the other? DaveWadding: RATM - Killing in the Name Of Lounge Fly 15: no shit? DaveWadding: I doubt they would have programmed it and made some guy play it while OPSM was there and then let them write about him doing it if it wasnt Lounge Fly 15: eeeeeeeeeeeeeeeeeeeeeeeeeeeee Lounge Fly 15: l;kksadnhfkajndsa Lounge Fly 15: aqsd Lounge Fly 15: adv Lounge Fly 15: i am so happy DaveWadding: I mean DaveWadding: its not official Lounge Fly 15: sweet shild o mine, trippin on a hole, killing in the name DaveWadding: but its a pretty safe bet Lounge Fly 15: sweeet |
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