Guitar Hero 3 for the Playstation 2, PS3, Xbox 360 and Wii this fall.

Would be nice... It seems a bit more complex to produce than what the PS2 mod allows. In the video you can see that the song still plays when he misses, and there's no isolated guitar mix for the player. Plus he doesn't ever do the wiggle thing to get star power...
 
Online play is a MUST, something GHII for X360 disappointingly lacked :cry:

And being able to upload songs from your HDD and making your own notes (ala step maker in DDR) would be really awesome, but very unlikely :cry:
 
Online play is a MUST, something GHII for X360 disappointingly lacked :cry:

it may be in the works in an update according to some reports..


On a personal note.... I did not pre-order, was busy last week and now I can not find this game anywhere! :cry:
 
Wouldn't online play be impossible? Having just replaced my audio card to get <10 ms latency on keyboard -> internal noise creation, I can say latency playing music has to be negligable. When the feedback doesn't match the timing of the input, your basically screwed. Try playing a piano recital with the notes sounding a 16th of a second after you've pressed the keys!

This is an issue facing Rock Band, so I guess they think they can get around it. If Rock Band supports network bands, rather than having to be on the same box. I dunno how they can manage that though. 50ms lag is good for a network connection, but unusable for music creation.
 
Wouldn't online play be impossible? Having just replaced my audio card to get <10 ms latency on keyboard -> internal noise creation, I can say latency playing music has to be negligable. When the feedback doesn't match the timing of the input, your basically screwed. Try playing a piano recital with the notes sounding a 16th of a second after you've pressed the keys!

This is an issue facing Rock Band, so I guess they think they can get around it. If Rock Band supports network bands, rather than having to be on the same box. I dunno how they can manage that though. 50ms lag is good for a network connection, but unusable for music creation.


you may be right shifty... I was just basing my hopes on this...

Rockin' Online

We'd be lying if we didn't say we were disappointed when the new features for the 360 version were officially announced and online multiplayer wasn't among them. For months, we've been dreaming of the day when our multiplayer battles wouldn't be limited to friends in the same room, and with my own unhealthy addiction to Guitar Hero II, I've been craving both online matches against the best players in the world, as well as an Expert co-op partner. Alas, it doesn't look like it's in the cards for the game's release.

However, online multiplayer may not quite be dead yet. According to Red Octane, multiplayer is something they really wanted to get in the game, and may still add via an update down the road. The key, it seems, is co-op play, which is a lot trickier to make work (the pro-tourney mode is essentially two players independently playing against the computer, while co-op requires direct interaction between the players). So, while Red Octane isn't making any promises, we're holding out hope that multiplayer might still show up at some point.
 
I can say latency playing music has to be negligable.

Every play a Roland GR-700? It takes either a chemically induced state or earplugs to play it effectively. I don't know what the latency was, but you could easily be several notes ahead of it. I don't think they (or the GR-500 before it) ever saw any use outside the studio.

As long as the latency is consistent, I think you could get it to work, but you would drive yourself crazy trying to listen to what you were playing. I'm absolutely horrible at these sorts of games, do people actually use the sound, or is it all memorization and sight?
 
I think it's a combination of the sound and knowing which button to hit. For me, the tempo/beat/tune is very important for me to synchronize with the game. IMO, some of the GH2 tracks sound like a glorified garbage can being struck constantly, and as a result I do a whole lot worse. ;) When the tracks were all new to me, I was fairly consistent in my performance when I could get a feel for the beat.
 
Didn't think it was worth its own thread but here's a partial list of GH2 80's edition songs:

18 and Life (as made famous by Skid Row)
Bathroom Wall (as made famous by Faster Pussycat)
Lonely is the Night (as made famous by Billy Squier)
Nothing But a Good Time (as made famous by Poison)
Play With Me (as made famous by Extreme)
Shaken (as made famous by Eddie Money)
Synchronicity II (as made famous by Police)
And the last batch of announced songs for Guitar Hero Encore: Rock the 80s:
Twisted Sister -- I Wanna Rock
Flock of Seagulls -- I Ran
Ratt -- Round and Round
Bow Wow Wow -- I Want Candy
Quiet Riot -- Metal Health
Dio -- Holy Diver
Asia -- Heat Of The Moment
For someone in their mid-30s this is a great list. The extreme song choice is absolutely brilliant, with that solo its bound to be one of the harder tracks. I pray these make it onto 360 soon!


http://www.1up.com/do/newsStory?cId=3159720
 
I don't get all of the hassle over how to handle online play in Guitar Hero. This is a solved problem. DDR on XBox handled this long ago. You just need to follow a simple set of rules:

1) Everyone's own playing is done locally.
2) Everyone else's playing is assumed to be correct
3) Whenever someone attempts to hit a note, the correct judgement is sent across the wire. If it arrives in time, the judgement is posted (in the case of GH, if the note was still live, it could be cut off).

In most cases, the experience will be "good enough". At the end of the day, does it really matter if you don't know right away that the person you were playing with/against screwed up? No. It doesn't even matter if you played the song at the same time at all. For all it matters, your scores could just be collated later even if you played the songs days apart and the impact would be largely the same.
 
In terms of lag with sound, I remember I had a teacher in freshman year who couldn't speak into the school microphone because the sound had about a .5 second lag. He would always be in the middle of a word and start trying to slow down and end up making a croaking noise... Was pretty funny.

But yeah, as long as MP is done locally, there shouldn't be a problem.
 
I don't get all of the hassle over how to handle online play in Guitar Hero. This is a solved problem. DDR on XBox handled this long ago. You just need to follow a simple set of rules:

1) Everyone's own playing is done locally.
2) Everyone else's playing is assumed to be correct
3) Whenever someone attempts to hit a note, the correct judgement is sent across the wire. If it arrives in time, the judgement is posted (in the case of GH, if the note was still live, it could be cut off).

In most cases, the experience will be "good enough". At the end of the day, does it really matter if you don't know right away that the person you were playing with/against screwed up? No. It doesn't even matter if you played the song at the same time at all. For all it matters, your scores could just be collated later even if you played the songs days apart and the impact would be largely the same.
It's about the only makeshift I can see working, which is somewhat disappointing compared to what we'd LIKE to see, but I can't see it happening any other way with the extremely fast timings and network latency.

I'm certainly hoping to see something else from Rock Band, but it may be that for live playing they do it that way (with occasional cues updating progress, but not playing/missing notes) and let everyone play/download/post the proper combined song at the end.

I mean, fighting games have been trying to push that direction and have had timing issues, and some have worked out well, but it's not like a match is completely ruined by latency (and it's not like the "highest end play" is expected online). But meanwhile, imagine trying to time a song like Jordan on expert over your connection, no matter WHAT it is! :p
 
Back
Top