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IGN: Guitar Hero World Tour Preview

June 21st, 2008 @ 7:28 pm by gray

Anything pertaining to the Guitar Hero/Rock Band duopoly garners exhaustive attention nowadays. So it’s no surprise that Neversoft’s major follow-up to Guitar Hero III is bigger in most every way in a bid to unseat Rock Band with its immersive group play.

IGN: Guitar Hero World Tour Preview

But under the face-melting surface, World Tour’s greater influence may ultimately be in the steady march towards unifying simulation (pretend you’re a rock star!) and emulation (make actual music!). In the past we’ve come to this junction from the other direction, using game platforms as engines for music production: MTV Music Generator series on the Playstation 2 (used by artists like Boomkat to sketch out songs), Nanaloop on the Game Boy (part of the 8-bit music movement), and upcoming touch-studio offerings for the iPhone like MooCowMusic’s Band and Intua’s BeatMaker. Meanwhile, rhythm games by the likes of Harmonix (Frequency, Amplitude, Guitar Hero) and Konami’s Bemani division (Beatmania, Dance Dance Revolution, GuitarFreaks) have gradually introduced ever more elaborate interactions between players and underlying musical performances. In FreQuency, for example, a secondary mode allowed players to ‘remix’ songs in freeform fashion after unlocking them through normal play.

Based on this early preview, World Tour is even more ambitious with its Music Creator mode. While normal gameplay will center around the established note-matching mechanism for various instruments, the proposed editor supports multi-track note creation for each of the supported instruments (minus vocals, evidently for legal reasons—cross apply the perversities that abound in most online smack talk and this makes regrettable sense). Premade loops, tempo control, and beat quantizing are provided within a wizard interface to simplify the learning curve. For laying down tracks, the guitar controller provides extensive options: you can program drum machines through the new touch-sensitive fret strip on the guitar controller, trigger samples by fret buttons, change pitch with the strum bar and sample speed through the Star Power tilt control. Need more crunch? Licensed Pod modeling technology from Line 6 lets you can choose your amplifier. Want to generate notes algorithmically? Use the built-in arpeggiator. Once you’ve finished laying down tracks, a separate mix mode is available for looping and editing. Finally, you publish your creation (complete with custom cover art) to an online community store where others can download and play it within the game. User ratings will drive online charts. Voilá, you’re a published musician.

One of the most common comment-thread trolls since the release of Guitar Hero has been purist backlash: "why not play a real guitar?" Up to now, the typical answer is along the lines of, "because this [playing a simplified game]  is more fun than learning the real thing." And certainly, to remain successful, World Tour will need to retain that sense of rock star power at mere mortal effort levels. But the potential for the Creator mode, and whatever follows it, to create a new level of musical expression suggests an exciting future of entertainment all its own.

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