Developer: Budcat Creations Neversoft Entertainment. Publisher: Activision. View All 12 Screens. Around the Network. Guitar Hero World Tour Cheats at IGN. Guide at IGN. Every time you hit a note, you'll need to strum that bar like a real guitar's strings, and there's more than one way to do it.
A lot of people rest their thumb against the top of the strum bar and press down whenever they need to strike a chord, and some get away with doing this forever. On Easy and Medium, it's rather forgiving, but it requires endurance and a lightning-quick yet feather-light touch on higher difficulties. This lets you rest your palm against the body, and enables using the Select button for Star Power activation which we'll get to later.
Holding onto the slim area of the strum bar like a guitar pick is another and more advanced method, and this is an excellent one to learn.
It's also more challenging, but it pays off in the long run. Specifically, you'll be holding the thin plastic area of the bar in-between your pointer and thumb fingers, and strumming down then up or up then down, if that's your thing to hit the gems. This is called "alt-strumming," which stands for "alternating strumming. You won't need to alt-strum on every single note, but it's useful for very repetitive sections. No matter which way you hit that bar, there are various ways you can pour power into it.
Relying entirely on your fingers is natural, but can quickly lead to cramping and fatigue. The moral of this story: don't forget to rely on the other parts of your arm, too. If it helps, watch someone play a real guitar and notice how their lower arm and wrist moves, and come up with your own style of mimicry. With those new-fangled drums out of the way, we're going to move on to the pretty plastic guitar you finished unpacking.
It comes with a shoulder strap, and its use is recommended, especially while you're trying to find out a comfortable way to hold on. Different people play different ways, and here's a few you can try out. You don't even see any band members -- it's just the pulsing, undulating and flowing artwork and the note highways. It's very cool to see that Neversoft was capable of working with the band so closely and that it was able to portray the art and mood so well. We've gotten to the point with music titles where the downloadable content winds up being just as, if not more, important than the stuff included on the disc.
Like the Rock Band titles, Guitar Hero World Tour features a store built right into the game, allowing you to purchase new tracks without having to quit out and purchase them through the Xbox Live Marketplace or PlayStation Store.
One TBD bit about this whole part is that since World Tour is a full band experience, content that you downloaded for GH3 won't transfer over with the exception of Metallica's Death Magnetic. So right now, there isn't a whole lot of stuff available, and the store works fine. When it starts getting packed with content, there may be organizational issues as the setup is pretty simple right now, but again, we'll have to see how that turns out as Neversoft could certainly patch and update the store as it grows.
The game's progression has changed this year. In previous iterations of Guitar Hero, you'd get a handful of songs at a time, be able to play them in whatever order you wanted, and then once you'd beaten them all you'd unlock the next and more difficult set.
This time around, the "chunks" are broken up by gigs. You browse through ads and show flyers posted on a wall that show you your available options. Each gig has a handful of songs and usually an encore, and when you choose a gig you have to play through and beat all of the songs in order.
Beating a gig will always open at least one more gig, and usually more than one. It gives the game a much more non-linear feeling than the previous titles as you can skip a gig if you want, though you won't know what the encore songs are going to be and may miss out on something that you really want to play. For playing by yourself, this is a respectable if very basic setup, though it doesn't really cut it in full band mode. You don't gain fans, hire anyone, play special gigs of any sort like to win a bus or what have you or anything along these lines.
I'm not saying that the game needs to be set up the same way that Rock Band is, but there should be something more at this point. Perhaps you could have signed record deals and had a limited number of takes at recording each album, and then you'd track its success on the Billboard Whatever the solution, there should have been more than just playing all of the songs one by one until you're done.
Really, you will have just as much fun simply rushing through the songs on your own, and then playing on Quick Play when you have friends come over. Speaking of playing on your own and in a band, it's worth noting that your character's cash, clothing and all that will carry over, but your song progress won't.
Even if you pick a custom set list, you won't be able to choose from the songs you've beaten by yourself, only what your band has earned. My issues with the full band mode don't end with the very basic gig setup, however, as there are presentation issues all over the place. Firstly, there's no dedicated band management screen. When you choose to play as a band, you assign someone as the band leader, and then that person's band information applies to everyone else.
This seems fine, except that the band info is attached to the character, and not the band. So if I want my character to play solo shows and band shows with my friends with me as the band leader, my band name and logo will be the same in both places. Also, since there's no band management screen, you simply choose "Band Info" on the character select screen to set your name and logo.
The confusing thing is that everyone can do this, with everyone having a unique setting, but only the band leader's actually matters when playing as a band. Make sense? Probably not. The presentation issues continue When someone in your band is doing poorly in a song, you're alerted in two ways -- said person's note highway the thing the notes cruise down on will flash red, and the rock meter will of course be in the red.
But, it doesn't play a sound, flash on your spot on the screen or anything like this. So unless you have a habit of looking around at other parts of the screen, which is no good on the faster songs on higher difficulty levels, you won't know you're about to fail out unless the person who's struggling tells everyone else in time.
Unlike Rock Band, you can't save someone if they fail -- as soon as anyone does, the whole band loses, which makes this entire scenario even worse. There are some positive elements in the presentation department, however. One is that when you choose Quick Play, you can create a set list to play of up to six songs.
A nice feature here is that you're able to skip a song in the set list if you decide you don't like it, if you keep failing or what have you. This is especially nice with regards to the created content, which I'll be coming back to. Also, Neversoft has added some pretty good customization features this time around. You can create your rocker from scratch, setting his facial structure with sliders even, and not just predefined heads , hair, clothes and so on.
Much of the clothes and whatnot are unlockable, so you'll open up more as you play, but everything looks pretty good. There aren't as many options here as what you'll find in Rock Band, but you do have a good assortment to work with. Aside from that, you can also customize your instruments.
For guitars, you can choose from different bodies, necks, head stocks, bridges, hardware, knobs and even strings. For the body and headstock, you can even go in and apply your own custom decals with full layer editing at your disposal. Drums are similar, though you don't have quite as many options. Very cool stuff all around here. As far as the actual play mechanics go, there are a few new elements in World Tour. One is that bass players will now find a bar going across their note highway, just as drummers do for the kick drum.
When this happens, you simply strum without holding a fret button. It gives the bass player a sixth note to deal with, but it doesn't really up the difficulty since playing no frets is, well, a piece of cake. It does add a lot to the experience and makes it more realistic, and it's something I'd like to see added to the guitar as well.
Some of the faster songs are actually easier to play on a real guitar since you can change chord positions while playing an open string, while with these games you always have to have a fret button pressed.
There are a couple other additions here and there, with the biggest change coming in the form of a blue-ish line during some guitar sections.
When these bits appear, you can either play these notes as per usual with the fret buttons and strum bar, or you can use only the new touchpad on the World Tour guitar. Located on what used to be the "empty" part of the guitar neck, between the fret buttons and body, you'll find a new touchpad that lets you do a handful of things.
One is that you can play these guitar sections by simply touching the pad in the corresponding location, and then slide up or down to subsequent notes. You can also tap the bar to strum a note, which you can do to fake a tapped solo, or you can hit it with your thumb like you're slapping a bass.
While you're holding a sustained note, running your finger down the touchpad will cause a wah-wah effect. While there's a lot you can do with it, only some of it is actually useful. The wah-wah stuff is fine, though I still greatly prefer to use the whammy bar on sustained notes, but that's a matter of opinion. Tapping it to play notes instead of strumming works pretty well, but it's not quite as accurate as the strummer, so you'll want to stick with the real thing for perfection.
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