#42 Guitar Hero
Game Info
Publisher: Red Octane
Developer: Harmonix
Platform: PS2
Genre(s): Music
Players: 2
ESRB Rating: T (Teen)
Release Date: November 7, 2005
Intro:
The intro to the
first game in the franchise is pretty simple. The sound of a slide
across guitar strings and visuals of real players tuning their guitars
and turning up their amps gives way to the load screen. Players are
prompted to choose a band name and then a rocker. A mini-tutorial of
the controls is shown and an image of an old guy holding his ears is the
space-keeper for all load pages. It is obvious that Red Octane and
Harmonix kept the player in mind here. There is nothing unnecessary
keeping the player from loading and playing this game quickly.
Getting
Going:
Pick a rocker, choose a guitar, choose from career mode
or quick play, choose your comfort level and then choose from a short
list of five songs. It's pretty basic, but it gets the player making
decisions right away and that is also a part of play.
Fun:
This
game, obviously, has been considered fun by many and has become a huge
franchise which has started to finally die down. It tackles one fantasy
of both males and females, pretending to play guitar and wanting to
play music. It feeds into our need to drum on desks and tables even
though this first game is only about the guitar. It feeds on the air
guitar phenomenon. It's completely immersive. Of course, it's fun.
Visuals:
There
are a lot of visuals here, more than the player can take in. The PC
has animations all during the show, as do the rest of the band members
and some of the audience. In some venues, there are background venue
visuals, as well. In addition, the PC has special moves for power-ups.
The scrolling screen is a visual all it's own with notes, special
notes, Power-Up animations on the bar, and the exploding notes as you
hit them. A HUD on the right lets the player know how they're doing and
is animated in perpetual motion. The HUD is themed to fit the game as
are all background visuals. Guitar Hero is a perfect party game and it
is clear that this was the intent of Harmonix while creating the
background animations. The player can't really see them, but their
friends can while waiting to play.
Sound:
Obviously,
this is a game that is all about sound. If you turn the sound off, the
game becomes nearly impossible to play well, which is astounding
considering that this is really basically a pattern-matching game with
sound. The recordings are amazing, sounding just like the original
bands. There are special sound effects for errors and, of course, the
sounds of the crowds cheering you on or booing when you're bad. The
only outstanding problem is with play in the lower levels. Players hear
many more notes and a different rhythm than is being played. As stated
previously, since the pattern matching is so dependent on the sounds
you hear, this actually makes playing on lower levels harder, at least
once you gain some degree of aptitude in the game.
Intelligence:
This
game is completely based on timing and pattern-matching and instantly
recognizes when a mistake is made. Players lose multipliers they've
been gaining, hear the failed note sound and, if they're playing really
poorly, begin to hear audience response. Feedback is instant and
constant.
Immersion:
With all of it's sights and
sounds and the rapid, continual march of notes across the screen, it is
nearly impossible not to become immersed in gameplay. Sometimes you get
into the song and find yourself moving with the play or tapping a
foot. Sometimes, as in Tetris, you find yourself in a zone and the
notes slip by effortlessly. Either way, you're immersed in the
experience of Guitar Hero. Also, while there is a player
character, gameplay is actually played in first-person mode.
Rewards
and Punishments:
Guitar Hero's rewards and punishment system
seemed unique to me, while being apparent and plentiful. Players earn
multipliers, Power-Ups, applause, a meter showing ability, a cheering
and guitar-smashing PC animation and feedback including a press
release. The press release gives a star score, your longest note
streak, and a nice headline. Completing a set unlocks new sets and new
venues. It also earns the player sponsorship which equals extra cash.
Cash can be used to buy new characters, songs, guitars, skins, etc. If
you are not playing well, a sound effect marks each missed note.
Missing a long note causes the audience to "awww". Repeated missed
notes cause the meter to begin dropping. The same press release seen
for a great score shows your lower star score and reflects in the
headline and note streaks. A failed song gives the player a sad
animation and boos from the crowd, while the game prompts the player to
try again.
Win-Lose State:
There isn't a real win
state. The sense of accomplishment of completing all of the songs and
the abundant awards is the win state. For completionists, there is
always the option of 5-starring every song on every level. What struck
me positively is the lose state in Guitar Hero, because it allows
the player to save face. Player characters occasionally seem to blame
their guitar for their failure. They hang their head in shame. And
then, the game prompts you to try again. The game doesn't say "you
failed"; it says "song failed". It even tells the player how far they
got. When a player is struggling with a song, this alone can be
encouraging feedback. At least you know when you're making progress.
At every turn, Guitar Hero continues to empower the player, even
when they are not playing successfully.
Cameras:
Basically,
there are none. You don't have control of the game visuals. There's
no time, so it's not a problem.
Controls:
Occasionally,
the guitar would slip into a Power-Up without me lifting it.
Occasionally, it would fail to go into a Power-Up when I wanted it to.
Sometimes, attempting to go into Power-Up caused me to miss a note I was
sure I'd hit. There are, however, a lot of options to master here.
There is the aforementioned Power-Up, the whammy bar, the buttons, strum
bar, and the hammer-ons and pull-offs abilities. All of this gives the
player more control and more ways to become more adept at gameplay.
I've always found myself squeezing just a bit too hard on the neck of
the guitar and on the buttons when a light touch is so obviously the key
to success. It's a personal problem, not a controller problem.
Ideas:
Evaluating this game as a designer gave me an
incredible amount of surprising insight. It would seem that Guitar
Hero, with it's pattern-matching and it's ability to put a player
into a zone similar to play found in Tetris, might be a good
option for warding off early signs of dementia and Alzheimer's. Guitar
Hero empowers the player. As play progresses, skills improve. Players
move from exclamations of "I SURVIVED!" into a lasting sense of artistry
and accomplishment. The skills mastered in lower levels are taken up
to the next level. This gives a whole new meaning to the term "leveling
up". It is quite literally the player who is leveling up. In
addition, there are skills that some players master while other players
never do as is the case with hammer-ons and pull-offs. While playing, I
decided to look more into rewards and punishments as well as win and
lose states in the games I'm evaluating. I will definitely keep in mind
the liberal use of feedback in rewards and punishment, as well as the
player-empowering utilization of the win-lose state in my personal game
designs.
Memory:
I have four Guitar Hero games on my
Top 100 list, so I purposely steered clear of playing any of these games
for quite some time. I hadn't played Guitar Hero I or II in a year. I
have never played the other two on the list, even though I do currently
own the first four games in the series. One would have to be living
under a rock if they had never at least tried a Guitar Hero game. It was
difficult, at times, to stay away. Hearing some of the songs on the
radio would make me want to play all over again. That being said,
picking up a guitar again was easy. The skills you learn don't leave
you. I played easily through solos and intros that I remember
struggling with when I first played. I have since mastered them and
playing now was a breeze. I don't know what would make me part with any
of my Guitar Hero games; I'm sure I'll be dusting them off and playing
again for years to come.
In : Music
Tags: music pattern-matching ps2 harmonix ""red octane""

The DP Challenge is a research project in which you play and analyze the top 100 games ever to hit your console(s). At the end of this project, I hope to be a better writer with a host of ideas for my own projects. I anticipate that I will learn more from the games that are in genres that I don't usually play or simply from games I wouldn't usually pick up than from the games I love. I'm looking forward to that education!
Information on the DP Challenge can be found at: http://www.dpfiles.com/dpfileswiki/index.php?title=THE_DP_CHALLENGE
**Note: As it takes a long time to evaluate 100+ games and new games are constantly being rolled out, my top 100 list continually changes. There will undoubtedly be discrepancies in the numeric rating of my list. As I catch them, I'll try to update them, but, I want to play all of the great games, so I know I'll be changing the list often.