Of course, this game is about the band, not each individual part. The band mechanic relies on every link in the chain being strong -- if one person starts failing out horribly, everyone will lose. The star power pool is all shared, so keeping track of how your buddy is doing and activating the star power at the right time is the key to success on normal songs. Unlike Rock Band, you can't "save" someone once they've failed out, but activating star power will help them get a score boost and put them back on track.
So basically it sounds like they are trying to redeem one of the things I hated about rock band: drummers and singers could ONLY activate "star power" at specific pre-defined sections of the song. If you had a full meter, and then got to a tough part and failed, too bad, you can't activate and try to save yourself. Now you have to be saved by someone else, which caused a problem if during that hard part your guitarist and bassist activated their power for points, leaving the singer, who doesn't have another activation point come up before you all fail out from you dragging them all down.
Instead, someone gets low, anyone can activate star power and everyone gets a boost to save before they fail. I actually kinda like that now since I typed it all out and read that quote above.
EDIT: Though if either created a "party mode" with no failing that would be even better.
Of course, this game is about the band, not each individual part. The band mechanic relies on every link in the chain being strong -- if one person starts failing out horribly, everyone will lose. The star power pool is all shared, so keeping track of how your buddy is doing and activating the star power at the right time is the key to success on normal songs. Unlike Rock Band, you can't "save" someone once they've failed out, but activating star power will help them get a score boost and put them back on track.
So basically it sounds like they are trying to redeem one of the things I hated about rock band: drummers and singers could ONLY activate "star power" at specific pre-defined sections of the song. If you had a full meter, and then got to a tough part and failed, too bad, you can't activate and try to save yourself. Now you have to be saved by someone else, which caused a problem if during that hard part your guitarist and bassist activated their power for points, leaving the singer, who doesn't have another activation point come up before you all fail out from you dragging them all down.
Instead, someone gets low, anyone can activate star power and everyone gets a boost to save before they fail. I actually kinda like that now since I typed it all out and read that quote above.
EDIT: Though if either created a "party mode" with no failing that would be even better.
Actually, even in single-player, drummers and singers can activate star power at will. With drums, it's hitting both cymbals at the same time (which is kind of cool); for vocalists, it's by the nebulous method of "making a sharp, short sound into the microphone," according to a preview I can't recall off the top of my head. I honestly don't see how vocalists will go and not trigger this accidentally, but at least they have the option to do it.
And for your last sentence: You do know RB2 has a no-fail party mode, right?
Actually, even in single-player, drummers and singers can activate star power at will. With drums, it's hitting both cymbals at the same time (which is kind of cool); for vocalists, it's by the nebulous method of "making a sharp, short sound into the microphone," according to a preview I can't recall off the top of my head. I honestly don't see how vocalists will go and not trigger this accidentally, but at least they have the option to do it.
While a pretty cool way to activate star power, I can't help but think that would be hard to pull off during a song where the notes are coming down the board pretty fast. I would imagine it will lead to a lot of lost combos unless you wait for a small break in the notes.
At least tilting the guitar up doesn't interfere with you pressing the buttons (well, it does, but not in the sense that you have to let up on buttons to pull it off). But you're going to have to letup on the snare hits or whatever if you want to hit both cymbals.
Omeks on
Online Info (Click Spoiler for More): |Xbox Live Tag: Omeks |PSN Tag:Omeks_R7 |Rock Band:Profile|DLC Collection
Of course, this game is about the band, not each individual part. The band mechanic relies on every link in the chain being strong -- if one person starts failing out horribly, everyone will lose. The star power pool is all shared, so keeping track of how your buddy is doing and activating the star power at the right time is the key to success on normal songs. Unlike Rock Band, you can't "save" someone once they've failed out, but activating star power will help them get a score boost and put them back on track.
So basically it sounds like they are trying to redeem one of the things I hated about rock band: drummers and singers could ONLY activate "star power" at specific pre-defined sections of the song. If you had a full meter, and then got to a tough part and failed, too bad, you can't activate and try to save yourself. Now you have to be saved by someone else, which caused a problem if during that hard part your guitarist and bassist activated their power for points, leaving the singer, who doesn't have another activation point come up before you all fail out from you dragging them all down.
Instead, someone gets low, anyone can activate star power and everyone gets a boost to save before they fail. I actually kinda like that now since I typed it all out and read that quote above.
EDIT: Though if either created a "party mode" with no failing that would be even better.
Actually, even in single-player, drummers and singers can activate star power at will. With drums, it's hitting both cymbals at the same time (which is kind of cool); for vocalists, it's by the nebulous method of "making a sharp, short sound into the microphone," according to a preview I can't recall off the top of my head. I honestly don't see how vocalists will go and not trigger this accidentally, but at least they have the option to do it.
And for your last sentence: You do know RB2 has a no-fail party mode, right?
Oh. (to RB2 with no-fail party mode) GHWT needs to nab that NOW.
As far as the singer/drummer - I was talking about RB, not GHWT, where you cannot activate star power at will. That's why I like GHWT now, because you can do that if you're starting to fail.
Actually, even in single-player, drummers and singers can activate star power at will. With drums, it's hitting both cymbals at the same time (which is kind of cool); for vocalists, it's by the nebulous method of "making a sharp, short sound into the microphone," according to a preview I can't recall off the top of my head. I honestly don't see how vocalists will go and not trigger this accidentally, but at least they have the option to do it.
While a pretty cool way to activate star power, I can't help but think that would be hard to pull off during a song where the notes are coming down the board pretty fast. I would imagine it will lead to a lot of lost combos unless you wait for a small break in the notes.
At least tilting the guitar up doesn't interfere with you pressing the buttons (well, it does, but not in the sense that you have to let up on buttons to pull it off). But you're going to have to letup on the snare hits or whatever if you want to hit both cymbals.
That's what the singer is for. Give them an extra pair of sticks and tell them when you want star power and they can bang them for you.
ArcSyn on
0
JC of DII think we're fucked up.I know I am.Registered Userregular
edited August 2008
Real singers use the mic to smash on the cymbals mid-song.
JC of DI on
0
JC of DII think we're fucked up.I know I am.Registered Userregular
Mentions just how the World Tour drum charts are going to remap to the Rock Band kit.
Later I asked Brian how exactly the drums would work, considering the original Rock Band set has four pads and a pedal versus World Tour's three drums, two cymbals, and pedal setup. Turns out that the orange pad - the crash cymbal dealie - will map to the blue pad, unless a note is already there, in which case it maps to the green on the fly.
Actually, even in single-player, drummers and singers can activate star power at will. With drums, it's hitting both cymbals at the same time (which is kind of cool); for vocalists, it's by the nebulous method of "making a sharp, short sound into the microphone," according to a preview I can't recall off the top of my head. I honestly don't see how vocalists will go and not trigger this accidentally, but at least they have the option to do it.
While a pretty cool way to activate star power, I can't help but think that would be hard to pull off during a song where the notes are coming down the board pretty fast. I would imagine it will lead to a lot of lost combos unless you wait for a small break in the notes.
At least tilting the guitar up doesn't interfere with you pressing the buttons (well, it does, but not in the sense that you have to let up on buttons to pull it off). But you're going to have to letup on the snare hits or whatever if you want to hit both cymbals.
That's what the singer is for. Give them an extra pair of sticks and tell them when you want star power and they can bang them for you.
This actually won't really be much of a problem IMO. 90% of fills in RB end with bass+crash anyway, so in GH:WT you'd just wait until a bass+crash spot and hit the 2nd cymbal as well. Really, very few patterns involve a cymbal and another drum at the same time, so all you really need to do is pick anywhere that already has a cymbal note and hit the 2nd cymbal too with your free hand.
i just gotta say, despite some of the niggling feelings of apprehension, i'm pretty psyched about world tour. Some people call me crazy for this, but I absolutely hate the rock band peripherals. The drums are way too fuckin loud and don't have any bounce back, and the rock band guitar is all kinds of messed up for me.
Mentions just how the World Tour drum charts are going to remap to the Rock Band kit.
Later I asked Brian how exactly the drums would work, considering the original Rock Band set has four pads and a pedal versus World Tour's three drums, two cymbals, and pedal setup. Turns out that the orange pad - the crash cymbal dealie - will map to the blue pad, unless a note is already there, in which case it maps to the green on the fly.
I was wondering about this in the RB thread ... that doesn't sound so bad. I could see it getting a little confusing since in RB the green is almost always reserved for the crash, and in GHWT it'll probably be a tom.
I haven't watched play videos, but how does the expert notechart for Everlong work in GHWT? Is Yellow the hi-hat and Blue the snare, kind of like how Rock Band will set Red as hi-hat and Yellow as snare?
i just gotta say, despite some of the niggling feelings of apprehension, i'm pretty psyched about world tour. Some people call me crazy for this, but I absolutely hate the rock band peripherals. The drums are way too fuckin loud and don't have any bounce back, and the rock band guitar is all kinds of messed up for me.
I'm with you man
heh heh, don't look at me guys , heh heh, I love rock band
Good thing you can use peripherals for one game in the other, then.
well i always use the shitty x-plorer when playing guitar in RB. but mostly I'm excited for drums. I really enjoyed playing drums in RB until I got good enough to start playing expert. Then I realized I couldn't even hear the drums in the goddamn song without playing the game way too loud.
i just gotta say, despite some of the niggling feelings of apprehension, i'm pretty psyched about world tour. Some people call me crazy for this, but I absolutely hate the rock band peripherals. The drums are way too fuckin loud and don't have any bounce back, and the rock band guitar is all kinds of messed up for me.
I'm with you man
heh heh, don't look at me guys , heh heh, I love rock band
Oh bah, you'll find plenty of people who hate the Rock Band peripherals. Most of the allegiances are sworn to the software, not the hardware. That said, the RB Strat versus the GH Les Paul is really a matter of preference. The interesting part about confirmed cross-compatibility is that you can use whatever you want now, although I'm still curious how the non-native drum sets are going to feel for expert-level play.
Good thing you can use peripherals for one game in the other, then.
well i always use the shitty x-plorer when playing guitar in RB. but mostly I'm excited for drums. I really enjoyed playing drums in RB until I got good enough to start playing expert. Then I realized I couldn't even hear the drums in the goddamn song without playing the game way too loud.
Oh, the Rock Band drums needed improvement for sure. Supposedly they've gotten better, though we'll just have to see how they stack up against GH's.
Anyway, for an easy fix for the problem try winding a couple rubber bands around the end of the sticks. They'll muffle things a lot and even give you a nice snapback.
Good thing you can use peripherals for one game in the other, then.
well i always use the shitty x-plorer when playing guitar in RB. but mostly I'm excited for drums. I really enjoyed playing drums in RB until I got good enough to start playing expert. Then I realized I couldn't even hear the drums in the goddamn song without playing the game way too loud.
Oh, the Rock Band drums needed improvement for sure. Supposedly they've gotten better, though we'll just have to see how they stack up against GH's.
Anyway, for an easy fix for the problem try winding a couple rubber bands around the end of the sticks. They'll muffle things a lot and even give you a nice snapback.
To an extent, I'm almost willing to pay the $300 for the Ion drum kit, if not just to avoid problems with Rock Band drums and the modifications I've done to my kit. Also, it's really really awesome looking.
But it's also $300...
Omeks on
Online Info (Click Spoiler for More): |Xbox Live Tag: Omeks |PSN Tag:Omeks_R7 |Rock Band:Profile|DLC Collection
What I've Done looks like it has a really, really easy lead guitar chart. If that was Hard in the video, then it's going to be one of the easiest songs in Guitar Hero to date.
The new graphics are magnificent though. Judy Nails looks human, as does the drummer.
:whistle:We've got hiiiiiigh hopes.:whistle:
:whistle:We've got hiiiiiiigh hopes...:whistle:
Activision had better not cheese the PC out of World Tour I fucking mean it don't jerk around the ESRB and don't jerk around MEEEEEEEEEEEE!
Good thing you can use peripherals for one game in the other, then.
well i always use the shitty x-plorer when playing guitar in RB. but mostly I'm excited for drums. I really enjoyed playing drums in RB until I got good enough to start playing expert. Then I realized I couldn't even hear the drums in the goddamn song without playing the game way too loud.
Ah, I see the problem, you're under the impression that it's possible to play the game "way too loud." :P
mxmarks on
PSN: mxmarks - WiiU: mxmarks - twitter: @ MikesPS4 - twitch.tv/mxmarks - "Yes, mxmarks is the King of Queens" - Unbreakable Vow
To an extent, I'm almost willing to pay the $300 for the Ion drum kit, if not just to avoid problems with Rock Band drums and the modifications I've done to my kit. Also, it's really really awesome looking.
But it's also $300...
And to get them to be useful as an actual e-drum kit it's closer to $1000 :-(
That's not that close to $1000, but I get your point.
EDIT: I look at it this way. New RB drums will cost me $80, and another $30 for the cymbals, so the ION drums are really only $190 if you only care to have two cymbals. That's a bargain!
What I've Done looks like it has a really, really easy lead guitar chart. If that was Hard in the video, then it's going to be one of the easiest songs in Guitar Hero to date.
The new graphics are magnificent though. Judy Nails looks human, as does the drummer.
:whistle:We've got hiiiiiigh hopes.:whistle:
:whistle:We've got hiiiiiiigh hopes...:whistle:
Activision had better not cheese the PC out of World Tour I fucking mean it don't jerk around the ESRB and don't jerk around MEEEEEEEEEEEE!
where are these screenshots of human looking characters (as in the old ones)?
glithert on
0
David_TA fashion yes-man is no good to me.Copenhagen, DenmarkRegistered Userregular
I wonder if in multiplayer, the penalties for missing notes will be softened or something—like, if one person is in the red and everyone else is green, the failing player's missed notes won't count as much as they would normally. I might see something like that working.
What I meant is that it *would* be acceptable *if* they combined everyone's Rock Meters together. So instead of having your newbie drummer instantly drop into the red and die, you would just have the entire band hovering in the yellow the whole time. To me it wasn't clear from that quote which way they're going to go.
Nope, the article doesn't say the rock meter is pooled, it specifically says the star meter is pooled.
But we can see from the videos, most noticably the Livin' On A Prayer video, that the Rock Meter is pooled. Also, if you can help your buddy out by activating star power, assuming "help out" isn't code for "be a jerk and steal the precious SP he needs to get out of the red", the Rock Meter would have to be pooled.
Which also fits in better with what they said at E3, that a person doing badly would drag the band down. Instead of just failing them outright.
David_T on
0
David_TA fashion yes-man is no good to me.Copenhagen, DenmarkRegistered Userregular
Check the "Hot For Teacher" vid. There's a couple of sections with no notes, a swirly pattern fades in on the notetrack highway and he does a couple of fills without breaking combo. Looks to be the same pattern they're using for the vocal freeform section in the Coldplay video.
David_T on
0
LegacyStuck Somewhere In CyberspaceThe Grid(Seattle)Registered User, ClubPAregular
edited August 2008
Man...After playing Rock Band for a bit it's hard to go back over to Guitar Hero. Not anything wrong with the game itself, but the background visuals.
Anybody else that goes back and forth thrown off by going from the soft-film-grained and frame rate of Rock Band to the crisp colorful 60fps but crazy unreal fastness of Guitar Hero 3/WT? Or am I just crazy? I probably didn't describe it really well.
Legacy on
Can we get the chemicals in. 'Cause anything's better than this.
I wonder if in multiplayer, the penalties for missing notes will be softened or something—like, if one person is in the red and everyone else is green, the failing player's missed notes won't count as much as they would normally. I might see something like that working.
What I meant is that it *would* be acceptable *if* they combined everyone's Rock Meters together. So instead of having your newbie drummer instantly drop into the red and die, you would just have the entire band hovering in the yellow the whole time. To me it wasn't clear from that quote which way they're going to go.
Nope, the article doesn't say the rock meter is pooled, it specifically says the star meter is pooled.
But we can see from the videos, most noticably the Livin' On A Prayer video, that the Rock Meter is pooled. Also, if you can help your buddy out by activating star power, assuming "help out" isn't code for "be a jerk and steal the precious SP he needs to get out of the red", the Rock Meter would have to be pooled.
Which also fits in better with what they said at E3, that a person doing badly would drag the band down. Instead of just failing them outright.
Oh, that's neat. I find that that promotes more of a feeling of cooperation. It was always fun trying to pass Jordan in co-op and having the bassist with the easy part trying to bump up the rock meter for the guitarist.
Smug Duckling on
0
David_TA fashion yes-man is no good to me.Copenhagen, DenmarkRegistered Userregular
I wonder if in multiplayer, the penalties for missing notes will be softened or something—like, if one person is in the red and everyone else is green, the failing player's missed notes won't count as much as they would normally. I might see something like that working.
What I meant is that it *would* be acceptable *if* they combined everyone's Rock Meters together. So instead of having your newbie drummer instantly drop into the red and die, you would just have the entire band hovering in the yellow the whole time. To me it wasn't clear from that quote which way they're going to go.
Nope, the article doesn't say the rock meter is pooled, it specifically says the star meter is pooled.
But we can see from the videos, most noticably the Livin' On A Prayer video, that the Rock Meter is pooled. Also, if you can help your buddy out by activating star power, assuming "help out" isn't code for "be a jerk and steal the precious SP he needs to get out of the red", the Rock Meter would have to be pooled.
Which also fits in better with what they said at E3, that a person doing badly would drag the band down. Instead of just failing them outright.
From what I'm reading it almost sounds like if one person activates star power, it activates for all instruments. AKA: If your drummer is doing poorly, the guitarist can tilt to activate star power for everyone for him so he can concentrate on getting the notes and not miss any more to do star power.
I wonder if in multiplayer, the penalties for missing notes will be softened or something—like, if one person is in the red and everyone else is green, the failing player's missed notes won't count as much as they would normally. I might see something like that working.
What I meant is that it *would* be acceptable *if* they combined everyone's Rock Meters together. So instead of having your newbie drummer instantly drop into the red and die, you would just have the entire band hovering in the yellow the whole time. To me it wasn't clear from that quote which way they're going to go.
Nope, the article doesn't say the rock meter is pooled, it specifically says the star meter is pooled.
But we can see from the videos, most noticably the Livin' On A Prayer video, that the Rock Meter is pooled. Also, if you can help your buddy out by activating star power, assuming "help out" isn't code for "be a jerk and steal the precious SP he needs to get out of the red", the Rock Meter would have to be pooled.
Which also fits in better with what they said at E3, that a person doing badly would drag the band down. Instead of just failing them outright.
From what I'm reading it almost sounds like if one person activates star power, it activates for all instruments. AKA: If your drummer is doing poorly, the guitarist can tilt to activate star power for everyone for him so he can concentrate on getting the notes and not miss any more to do star power.
Yeah, that's correct
zimfan on
0
David_TA fashion yes-man is no good to me.Copenhagen, DenmarkRegistered Userregular
Posts
So basically it sounds like they are trying to redeem one of the things I hated about rock band: drummers and singers could ONLY activate "star power" at specific pre-defined sections of the song. If you had a full meter, and then got to a tough part and failed, too bad, you can't activate and try to save yourself. Now you have to be saved by someone else, which caused a problem if during that hard part your guitarist and bassist activated their power for points, leaving the singer, who doesn't have another activation point come up before you all fail out from you dragging them all down.
Instead, someone gets low, anyone can activate star power and everyone gets a boost to save before they fail. I actually kinda like that now since I typed it all out and read that quote above.
EDIT: Though if either created a "party mode" with no failing that would be even better.
Actually, even in single-player, drummers and singers can activate star power at will. With drums, it's hitting both cymbals at the same time (which is kind of cool); for vocalists, it's by the nebulous method of "making a sharp, short sound into the microphone," according to a preview I can't recall off the top of my head. I honestly don't see how vocalists will go and not trigger this accidentally, but at least they have the option to do it.
And for your last sentence: You do know RB2 has a no-fail party mode, right?
Rock Band 2 has this.
Edit: Or, y'know, Lunker would know. :P
While a pretty cool way to activate star power, I can't help but think that would be hard to pull off during a song where the notes are coming down the board pretty fast. I would imagine it will lead to a lot of lost combos unless you wait for a small break in the notes.
At least tilting the guitar up doesn't interfere with you pressing the buttons (well, it does, but not in the sense that you have to let up on buttons to pull it off). But you're going to have to letup on the snare hits or whatever if you want to hit both cymbals.
|Xbox Live Tag: Omeks
|PSN Tag: Omeks_R7
|Rock Band: Profile|DLC Collection
Oh. (to RB2 with no-fail party mode) GHWT needs to nab that NOW.
As far as the singer/drummer - I was talking about RB, not GHWT, where you cannot activate star power at will. That's why I like GHWT now, because you can do that if you're starting to fail.
That's what the singer is for. Give them an extra pair of sticks and tell them when you want star power and they can bang them for you.
Mentions just how the World Tour drum charts are going to remap to the Rock Band kit.
This actually won't really be much of a problem IMO. 90% of fills in RB end with bass+crash anyway, so in GH:WT you'd just wait until a bass+crash spot and hit the 2nd cymbal as well. Really, very few patterns involve a cymbal and another drum at the same time, so all you really need to do is pick anywhere that already has a cymbal note and hit the 2nd cymbal too with your free hand.
No it doesn't because you can activate any time by hitting both cymbals.
Well, yeah. But they're still fun.
go into the music creator or the Mii mode and bash away
I was wondering about this in the RB thread ... that doesn't sound so bad. I could see it getting a little confusing since in RB the green is almost always reserved for the crash, and in GHWT it'll probably be a tom.
I haven't watched play videos, but how does the expert notechart for Everlong work in GHWT? Is Yellow the hi-hat and Blue the snare, kind of like how Rock Band will set Red as hi-hat and Yellow as snare?
I'm with you man
heh heh, don't look at me guys , heh heh, I love rock band
well i always use the shitty x-plorer when playing guitar in RB. but mostly I'm excited for drums. I really enjoyed playing drums in RB until I got good enough to start playing expert. Then I realized I couldn't even hear the drums in the goddamn song without playing the game way too loud.
It's not confirmed that the Wii is though
Oh bah, you'll find plenty of people who hate the Rock Band peripherals. Most of the allegiances are sworn to the software, not the hardware.
Vid of Everlong in GHWT
Yuck, so the Yellow is still hihat and the Red is still snare. That pretty much makes it unplayable on the RB set.
Oh, the Rock Band drums needed improvement for sure. Supposedly they've gotten better, though we'll just have to see how they stack up against GH's.
Anyway, for an easy fix for the problem try winding a couple rubber bands around the end of the sticks. They'll muffle things a lot and even give you a nice snapback.
To an extent, I'm almost willing to pay the $300 for the Ion drum kit, if not just to avoid problems with Rock Band drums and the modifications I've done to my kit. Also, it's really really awesome looking.
But it's also $300...
|Xbox Live Tag: Omeks
|PSN Tag: Omeks_R7
|Rock Band: Profile|DLC Collection
The new graphics are magnificent though. Judy Nails looks human, as does the drummer.
:whistle:We've got hiiiiiigh hopes.:whistle:
:whistle:We've got hiiiiiiigh hopes...:whistle:
Ah, I see the problem, you're under the impression that it's possible to play the game "way too loud." :P
And to get them to be useful as an actual e-drum kit it's closer to $1000 :-(
That's not that close to $1000, but I get your point.
EDIT: I look at it this way. New RB drums will cost me $80, and another $30 for the cymbals, so the ION drums are really only $190 if you only care to have two cymbals. That's a bargain!
where are these screenshots of human looking characters (as in the old ones)?
Which also fits in better with what they said at E3, that a person doing badly would drag the band down. Instead of just failing them outright.
Check the "Hot For Teacher" vid. There's a couple of sections with no notes, a swirly pattern fades in on the notetrack highway and he does a couple of fills without breaking combo. Looks to be the same pattern they're using for the vocal freeform section in the Coldplay video.
Anybody else that goes back and forth thrown off by going from the soft-film-grained and frame rate of Rock Band to the crisp colorful 60fps but crazy unreal fastness of Guitar Hero 3/WT? Or am I just crazy? I probably didn't describe it really well.
Oh, that's neat. I find that that promotes more of a feeling of cooperation. It was always fun trying to pass Jordan in co-op and having the bassist with the easy part trying to bump up the rock meter for the guitarist.
Anouk - "Good God" (Netherlands)
Beatsteaks - "Hail to the Freaks" (Germany)
Hush Puppies - "You're Gonna Say Yeah" (France)
Kent - "Vinternoll 2" (Sweden)
Lost Prophets - "Rooftops" (UK)
Negramaro - "Nuvole E Lenzuola" (Italy)
Oasis - "Some Might Say" (UK)
Radio Futura - "Escuela de Calor" (Spain)
Stuck in the Sound - "Toy Boy" (France)
The Enemy - "Aggro" (UK)
Tokio Hotel - "Monsoon" (Germany)
So there's gonna be singing in Swedish. Mehehe.
Vinternoll 2
Previews:
Heroes Of Our Time - http://ps3.ign.com/dor/objects/858010/guitar-hero-iii-legends-of-rock/videos/gh3dragon_heroesofourtime_082008.html
Revolution Deathsquad - http://ps3.ign.com/dor/objects/858010/guitar-hero-iii-legends-of-rock/videos/gh3dragon_revdeathsquad_082008.html
Operation Ground and Pound - http://ps3.ign.com/dor/objects/858010/guitar-hero-iii-legends-of-rock/videos/gh3dragon_opgroundpound_082008.html
I'm going to buy these, but is it POSSIBLE for them to have catered any more to the hardcore ScoreHero audience? First Virtuoso pack and now this.
Also, hilarious comment on ScoreHero:
No. No you're not.
EDIT:
That's actually a really nice song.
From what I'm reading it almost sounds like if one person activates star power, it activates for all instruments. AKA: If your drummer is doing poorly, the guitarist can tilt to activate star power for everyone for him so he can concentrate on getting the notes and not miss any more to do star power.
Yeah, that's correct
Guitarist activates star power, only guitarist has star power.