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Review: Guitar Hero: World Tour PDF Print E-mail
Written by Larry Marcum   
Monday, November 10 2008 19:56
ghwtboxart.jpgWhen Guitar Hero: World Tour was officially debuted back in May of this year, no one was surprised with the announcement that the title would support more than just guitars this time around. In fact, we were all probably a bit smug with Neversoft’s attempt to “copy Rock Band” with their latest chapter in the music gaming universe. The general sentiment among the world’s gaming population was that Guitar Hero would be playing catch up this time around.

The only problem with this assumption is that this genre has moved too quickly for anyone to truly play catch up at this point. With the lightning-quick success generated by Harmonix’s original Guitar Hero in 2005, every potential successor has had to deal with a permanently raised set of standards. After booting out an uninvited guest (no one likes Konami anyway, right?), only Neversoft and Harmonix are left at the top of the mountain, and their respective games are both at the cutting edge of the musical gaming genre.

Let’s be honest here. There’s only so much you can do with a music game, right? It would be completely unrealistic for us to expect Guitar Hero and Rock Band to be two entirely different games. With that in mind, it becomes plainly clear that, while Guitar Hero: World Tour may look like a blatant rip-off on the surface, it has changed its personality enough to deserve praise. And if we denounce a game just because it takes advice from another successful title, then we’re no better than… you know… someone who denounces things.

Flaming guitars are not allowed past the jump, as they pose a serious fire hazard. Rock fists, however, are encouraged.
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Just as our parents told us when we were younger, first impressions are everything. And the first impression you get upon unboxing your massive GH: WT package (and trust me, it is massive) will be the instruments. Starting with the game’s namesake, the new wireless guitar features the most Rock Band-like attributes. The strum bar is nearly identical to the one used on the Fender model utilized by Harmonix. It is longer, and it comes to a much thinner point. More importantly, there’s much less resistance when strumming along to your favorite Tool tracks. At the very outset, it can be very difficult to get used to this change, especially if you’ve been an exclusive customer of the Guitar Hero franchise to this point. Eventually, though, the new setup feels very natural, making some passages a bit easier to tackle. The elongated whammy bar and larger overall guitar size are both additional nods to the Rock Band controller.

There are two other additions, the slide bar and the Star Power button, that are brand new for GH: WT. Sure, the slide bar looks eerily similar to the solo buttons used in Rock Band, but their feel is entirely different. First off, it’s a touch-sensitive strip, rather than simply five smaller buttons. Secondly, the feedback you experience when using them is entirely unique. There is no tactile input when playing on the slide bar. Instead, the guitarist must rely nearly entirely on their intuition and relative skills to use the new weapons of rock. The downside, though, is that the slide bar is very sensitive, and accidentally brushing up against it during an inopportune moment will result in the loss of your note streak. The Star Power button, on the other hand, isn’t exactly brand new to the Guitar Hero universe. Users have always been able to tap the Select button to initiate Star Power in previous games. This time around, a dedicated button has been placed directly adjacent to the strum bar, and the thing is huge. Now, you don’t have to slide your hand across the face of the guitar to activate your crowd-captivating abilities. In fact, you don’t even have to move your hand at all. And let me tell you, this is an awesome (albeit small) addition to the new controller.
ghwt2.jpg
And then, there are the drums. After the drums from Rock Band received a good deal of criticism, these puppies had a lot to prove. For starters, the new drum set is laid out in a very different fashion. Instead of four pads and a kick pedal, we now have three main pads, two raised cymbals, and the obligatory kick pedal.

Now I’ll admit that I’m not the most knowledgeable person when it comes to drums, so I enlisted the help of one of my closest friends, Elizabeth. Dear Liz has been studying percussion for more than a decade, and she has been the recipient of fantastic instruction by some of the world’s most renowned percussion experts. If anyone knows her stuff, it’s Liz. After some extensive consultation with the drums connoisseur, we were able to come to a few distinct conclusions. First, the overall feel of the GH: WT drums is fantastic. The feedback the user experiences from a solid strike on the pads is extremely consistent, and much more akin to an electronic drum kit. The raised cymbals provide a distinct feel, and one that is very different from the pads. The kick pedal is more akin to the pedal used for a high hat, rather than a standard bass drum. When all of these concepts are combined, you get a drum set that performs surprisingly well.

The microphone is pretty much standard fare here. There’s nothing really exceptional or detrimental about the peripheral, aside from the fact that it’s not wireless like the drums and guitar. But really, this doesn’t matter too much. It performs well as a microphone, so it is more than sufficient.
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The career mode in GH: WT has received a bit of a visual and organizational facelift. Rather than progressing down a list in sequences of five songs, which you can play in any order you choose, we’re now performing entire gigs. Our performances are listed on bulletin boards, and they vary in length from two to seven songs. No, this isn’t an extremely momentous transition. After all, we’re still just trying to pass each song before we can move on to the next. But the overall pacing of the career feels very different. More accurately, the career mode in GH: WT feels much less monotonous than in previous installments of the franchise.

The solo career progresses pretty much as you would expect. The band career, however, can get a bit dicey. First, you have to choose a band leader. Don’t worry, they’re not going to get all the great interviews with Rolling Stone magazine. No, the band leader simply holds domain over the band’s name and cash flow. But, if you’re not the band leader, your individual band info (from your solo career) won’t have any influence over the full band.

If you’ve become accustomed to Rock Band’s setup of earning and losing fans throughout your band’s career, you’ll probably be a bit disappointed with GH: WT. In fact, there’s really nothing at all to earn during a band career. For me, this didn’t really make the band career any less fun, but it’s now essentially the exact same thing as playing with your buddies in quick play. So if you’ve unlocked all the songs in the game, there’s no real incentive to playing in a full band career other than earning cash for some new instruments and what-not.

But probably the biggest drawback when playing in a full band comes when you’ve got someone weighing you down. Or rather, whenever a member of your band is on the verge of failure. The only warning you receive when you’re on the cusp of bombing “Eye of the Tiger” is a flash of red. But this flash isn’t on the entire screen. Instead, it merely occurs on the note highway of the offending musician. So unless you’re in the habit of constantly checking out your teammate’s notes, it can be hard to pick up. But frankly, it doesn’t really matter too much if you don’t see it. See, in GH: WT, there’s no way to save your ailing ally. If he fails out, the entire band’s performance comes to a screeching halt. Yes, it’s just that simple. No, it’s not fun at all.
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One aspect of GH: WT that has received a decent overhaul is the animation system. I can honestly say I failed a couple of songs because I was distracted by the motions of the on-stage characters. No, I’m not exaggerating. They really are that much better than in years past. I guess you could say things just feel much more fluid this time around. Whatever the case may be, the animations really do look great.

There’s also one other minor inclusion here that’s worth noting from a musical perspective. In past Guitar Hero games, a held note was just that, a held note. By that, I mean that strumming or playing other notes while playing a held note typically counted as a “miss” and an end to your streak. With GH: WT, this has all changed. Neversoft decided to implement pedal tones and arpeggiated chords this time around. Now, you will encounter multiple passages in which you will strum a held note and continue to strum other melody notes, all while holding the original tone. On the other hand, some chords will be “rolled,” wherein the chord’s notes are played in quick succession and held, rather than played all at once. It’s a very small addition, but it really takes you by surprise the first time you run into it. More importantly, it allows the guitarist to play music that is much more true to the original composition

Now these small addenda are nice and all, but the biggest addition to GH: WT is probably the new creation mode, where would-be composers can create their own unique track and share it worth the world. The creation studio is divided into two distinct sections. In the Recording Studio, up to four individuals can take part in a veritable jam session. You can tell the game to record at any time, where it will essentially produce a master track of whatever you and your buddies played. You can customize the scale in which you’re playing, the instruments you’re using, the effects on those instruments, and everything of that ilk. This can be fun for about five minutes or so. After that, it gets very old, and the music you record is never very accurate. This is where GHMix comes in. Here, you can create your entire song by hand. Or, if you have a previously-recorded track from the Studio, you can edit it in this mode. Unfortunately, this is a completely solitary experience, so your band mates can’t take part in the fun. The good news, though, is that GHMix gives you infinitely control over the final musical product than the Recording Studio offers. You can edit single notes, or you can drop in entire sections from your recording. This is where all the magic happens, folks. The problem, though, is that this can be extremely time-consuming if you’re really pushing for a top-notch product.
ghwt5.jpgOnce you’ve finished your masterpiece, it’s time to upload it to the masses. Through the GH: WT interface, you can browse through all the songs uploaded by other gamers around the world. Like any user-created content, the vast majority of this music is absolutely horrible. There are, however, a few gems in there. It will take some time, but once some gamers really master the tools at their disposal, the quality music will clearly shine. For now, selecting songs is extremely easy. You can even preview the track, taking a peak at the number of notes used, and seeing how other people rated the song. It may take a while, but it’s not difficult at all to find something you’ll enjoy playing.

There are enough new additions in GH: WT to make it feel like its own game. But at this point, Rock Band and Guitar Hero have pushed the genre so far that the two franchises don’t really offer dramatically different experiences. The instruments in GH: WT definitely feel better than those in Rock Band, but not by much. The music creation software is a nice touch, but there may not be enough diamonds in the rough to make it worthwhile. Heck, even the difficulty of GH: WT has been tuned down from previous installments. At this point, the decision can easily come down to the track list. I can tell you, however, that if you do end up deciding on GH: WT rather than Rock Band 2, the experience will not be so different that you feel guilty for the choice. This game is definitely a lot of fun to play, but the level of enjoyment is never going to differ drastically from the one provided by its nearest competitor.

Final Score: B

Comments (3)add comment

Cliff "Skate" Bakehorn said:

Skate
...
Bravo, Larry. I agree with almost everything written here. Guitar Hero: WT is the better of the two music games, in my opinion. I think so mostly because it is easier to play and the timing required to hit a note isn't so exact, like it is in Rock Band 2. That doesn't mean I think it is better because it is easier, because it's really not. Rock Band 2 is harder to play but has easier songs, and GH:WT is vice versa: as long as the guitars are working on RB2, I can fly through songs on expert. On GH:WT, that isn't the case, I play on hard and only hard.
November 11, 2008

Larry Marcum said:

Bacchus
...
You know, the game felt VERY easy for me. It really annoyed the crap out of me. But, I've also spent hundreds and hundreds of hours on past GH games, so the drop in difficulty felt really big to me. Still, I had a good time with the game. I actually really liked this track list, more so than GHIII's music. Still, I'm not sure how much I'll be going back to it, since it's not as challenging as past games.
November 11, 2008

Aaron Lim said:

aaron80
...
I just got the Wii version last weekend. I have never played Rockband or Rockband 2 before. But I have played GH3 to death and GHWT is definitely a huge improvement over it. The song list is very good in my opinion. Rockband 2 or GHWT? Just get the one which offers you more of your favourite songs.
November 13, 2008

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