Posts Tagged ‘ music

GDC 10: Green Day: Rock Band details, release date 11 March 2010 at 5:20 am by myfloverty

GDC 10: Green Day: Rock Band details, release date screenshot

Harmonix and MTV Games have taken the week of GDC to premiere and drop some of the final details on the upcoming Green Day: Rock Band, which is set to his shelves on June 8. 

From the looks of things, Green Day is getting a similar treatment to The Beatles, with a game that includes many of the same features. Three part harmonies have made the cut, and players can unlock 100 collectibles images and 40 minutes of rare video and performances as they work through Green Day’s 20-plus-year career. 

The game will ship with 47 tracks (fully exportable for Xbox 360 and PS3 for a small fee). At a party last night where the game itself was premiered, five of game’s songs were revealed: “Brain Stew/Jaded,” “Hitchin’ A Ride,” “American Idiot,” “Wake Me Up When September Ends,” and “Boulevard of Broken Dreams.” I’ll admit that I’d be more excited about Naked City’s Torture Garden: Rock Band, but it was surprising how many of these songs I knew note for note. It didn’t take much to get an entire room full of people tapping and singing along, which is a good indicator that the songs are a great fit for this style of game. 

Green Day: Rock Band will be available in a few flavors. Standalone disc games for the Xbox 360, PlayStation 3, and Wii were a given. But a Green Day: Rock Band Plus will also be made available for Xbox 360 and PS3, and includes special packaging (shown in our gallery), free of charge song export, and six Green Day tracks via DLC. 

June should be a good month for Green Day fans; everyone else can continue to whine about how Green Day is getting a game, and patiently wait for more news on Rock Band 3


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+ Classic Videogames Mutate in Game Over Art Show By clubpenguincheat 10 March 2010 at 7:00 pm and have No Comments

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Classic videogames like Street Fighter and Ms. Pac-Man inspired the artists whose works will be displayed in the Game Over 3 exhibition.

Put on by geek magazine turned art, design and clothing purveyor Giant Robot, the group gallery show will feature pieces from dozens of illustrators, painters, cartoonists, artists and game designers.

Game Over 3 runs Friday through Sunday at the Giant Robot store, 618 Shrader St., in San Francisco, California. Check out Wired.com’s preview of the show for an early look at the work that’ll be up for sale.

Silvio Porretta’s playful and somewhat perverse Play With Me painting features a life-size joystick protruding from the crotch of a life-size pixel person. Porretta is a videogame industry veteran since 1990 who contributed art to the Tony Hawk Pro Skater series.


+ GDC: Big Designers Find Satisfaction in Small Games By Jordanhoper 10 March 2010 at 1:26 pm and have No Comments

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SAN FRANCISCO — Big-name videogame designers are thinking small.

Creators of legendary games of the ’80s and ’90s like Sinistar and Indiana Jones and the Last Crusade are increasingly working on social games like those found on Facebook, largely because the development of popular time-wasters like FarmVille closely mirrors the creative process that drove the early days of gaming: small teams, short production schedules and more creative autonomy for designers.

“It feels to me like 1981 or 1982,” said designer Brenda Brathwaite at a Game Developers Conference panel here Tuesday afternoon. Brathwaite worked on the classic Wizardry role-playing games and is now creative director at San Francisco social media company Slide. “I remember, early in my career we would make a game in six months. I love the idea of just putting a game together with a small group of people. I can’t imagine anything I’d rather do.”

As videogame hardware has gotten more powerful and gamers’ expectations of quality have grown, game budgets have ballooned in recent years. One estimate pegged Call of Duty: Modern Warfare 2’s budget at between $40 million and $50 million. Meanwhile, social game companies are reaching millions of users with games designed by small teams, sometimes in a matter of weeks.

For gamers, having designers with so much experience working on social games is bound to bring higher levels of quality. David Crane, the creator of classic Activision games like Pitfall!, is doing iPhone apps. Ultima creator Richard Garriott is turning his attention to Facebook with a high-end game platform called Portalarium.

“It’s becoming acceptable to make smaller games again,” said game designer Eskil Steenberg, one of the developers at the conference who is talking about the move away from big-budget games. “We used to be at a point where everything went triple-A, but now indie scenes and all these kind of games are taking off, and it lets you work alone.”

Steenberg is at GDC showing off a work in progress called Love, a one-man project on which he is artist, programmer and designer all in one. He says he savors working on the smallest of small teams.

“There’s no office politics,” he said. “You don’t have to communicate with anybody about anything.”

A bit extreme, perhaps, not to mention impossible for anyone who doesn’t have Steenberg’s many talents. But the designers at GDC who are gravitating toward small teams share many of his feelings.

Steve Meretzky, who created cult classic text adventures like Zork Zero: The Revenge of Megaboz and Hitchhiker’s Guide to the Galaxy, took a job with social game publisher Playdom in 2008 after becoming frustrated with how even smaller, casual games were becoming bloated. He spent two years working on the game World of Zoo, and in that time it was only two-thirds finished. “Working really, really long years to get a single product done … (was) a pace of game development that was a lot less satisfying,” he said.

Noah Falstein, who began his career working on the Atari 2600 and created the classic arcade shooter Sinistar, said that he had a “feeling of being increasingly detached” as game design got more complicated. “GDC was getting really depressing for me because everybody was talking about these $20 [million to] $30 million games,” he said.

Falstein was depressed not only because bigger teams made game design a more fractured creative process, but also because the big budgets brought significant risk aversion.

“Nobody wants to (take risks) on the gameplay side,” he said. “You end up with World War II first-person shooters and science fiction first-person shooters. With this new explosion, there’s a much smaller monetary risk…. It suddenly frees you up to be much more creative.”

Since social game design brings with it new challenges — connecting players to their friends is as important as the game itself — it’s not as if these industry veterans are resting on their laurels. And that’s why experience is so important in this emerging medium, argued Falstein: When you’ve been creating games since Atari’s heyday, you’re used to having to learn and adapt to rapidly changing technology just to keep your head above water.

“It does take a certain level of experience,” he said.

Photo: Left to right: Noah Falstein, Brian Reynolds, Brenda Brathwaite and Steve Meretzky speak Tuesday afternoon at Game Developers Conference in San Francisco.
Jon Snyder/Wired.com

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+ Eyes On: Power Gig, Music Game With Real Guitars By ProreCalRoare 10 March 2010 at 1:22 pm and have No Comments

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SAN FRANCISCO — Think the music game market is already crowded enough? Here comes a new challenger, a full-band game that will use real electric guitars for controllers.

PowerGig: Rise of the SixString, published by Seven45 Studios, will be demoed on the Game Developers Conference show floor this week. It’s scheduled to be released this fall on Xbox 360 and PlayStation 3. Wired.com got an advance look at the game and the guitar peripheral (above), which looks like a Rock Band plastic axe and an inexpensive real one had a baby.

For the most part, Guitar Hero fans will feel right at home with the gameplay: Colored Notes travel down the screen, and you hit them by holding any of the strings in that colored area of the guitar’s neck, then strumming. Easy enough. Where Power Gig gets complex, and where the game’s creators feel its appeal lies, is in the “chording” gameplay.

If you turn chording on, the colored notes on-screen suddenly have numbers inside them. A number “5″ inside a green note means that you have to hold down the fifth string in the green fret area, plus the fourth string in the yellow area. The game teaches you each of these chords and ramps them up gradually as you progress through the songs.

Since these are actual power chords, you’ll be learning to play the guitar. And since it’s an actual guitar, you can unplug it from the console, plug it into an amplifier, and wail away.

We didn’t get to go hands-on with Power Gig, so I couldn’t tell you if it’s any fun. And there are more questions than answers right now about the game: What music will be included? How will the drums and vocals work? How much will it all cost?

And will we really learn guitar by playing it? A music game that actually teaches you to play music is the Holy Grail of this business. It’s something that Harmonix has long hoped to accomplish, and with Rock Band 3 coming this holiday season, perhaps the originators will attempt something similar.

For the time being, you can head down to the Game Developers Conference to get the same brief demo we did.

Image courtesy Seven45 Studios


+ Rock Band 3 out this holiday season By GeenagV 09 March 2010 at 1:31 pm and have No Comments

Rather than, we don’t know, a press release or any other professional method of disseminating a message (Twitter, perhaps?), Harmonix took to Facebook to tell friends and friends-of-friends that Rock Band 3 will be released “this holiday season.”

The announcement is brief and detail-free, but reveals that EA will publish the game — apparently having renewed its Rock Band distribution deal with Viacom. With Rock Band 3, the developer promises to “innovate and revolutionize the music genre once again, just as Harmonix did with the original Rock Band, Rock Band 2 and The Beatles: Rock Band.”

If previous comments by Dhani Harrison are to be believed, you may even learn something from playing RB3!

[Thanks Helloimbob!]

JoystiqRock Band 3 out this holiday season originally appeared on Joystiq on Tue, 09 Mar 2010 14:31:00 EST. Please see our terms for use of feeds.

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+ Best news ever: Lady Gaga songs coming to Rock Band By moulsonleMs 09 March 2010 at 5:20 am and have No Comments

Best news ever: Lady Gaga songs coming to Rock Band screenshot

No, seriously. 

Harmonix and MTV Games have announced that a Lady Gaga track pack will be coming to Rock Band next week. The pack will include four of Gaga’s hit songs, “Bad Romance,” “Just Dance,” “Monster,” and “Poker Face.” The pack will run you  $6.99/560 MS Points, or you can buy songs individually for $1.99/160 MS Points/200 Wii Points a piece. But why wouldn’t you buy them all? Really. 

Also being made available for download will be the Eric Cartman cover of “Poker Face,” which aired on Comedy Central’s South Park not long ago. That’ll run you $1.99/160 MS Points/200 Wii Points, if you can stand the thought of your friends doing obnoxious Cartman impressions in your living room. 

Best news ever? Yes, I think so. 

+ A-Ha! ESRB Outs Lips: I (Heart) the ’80s [Esrb] By simonen 07 March 2010 at 5:30 pm and have No Comments

Yes, yes, simmer down, I know you were all dying for another installment of konsole karaoke. Happily, the ESRB issued another of its fabulous spoiler alerts, letting us know we’ll be wailing along with one-hit wonders sometime soon.

It’s rated T for “Lyrics, Mild Violence, Sexual Themes, Use of Alcohol and Tobacco,” but any objectionable content seems to come from the accompanying music videos. Let’s read the certificate and see if we can pick out the songs:

“Music videos include depictions of men and women in revealing outfits performing provocative choreography; for example, women in negligees, black bras, panties dancing inside a classroom [Van Halen: "Hot for Teacher" or J. Geils Band "Centerfold"?]; large amounts of exposed cleavage, some grinding dance moves; and background images of storefronts/signs reading “25 cent Peepshows,” “Live Sex Theatre,” and “Topless Girls Dancing.” [Madonna: "Open Your Heart?"] Some videos depict people smoking cigarettes and drinking alcohol (beer, champagne, ale, etc.). A video depicts two claymation-style armies wielding swords, striking each other, losing limbs in battle; another video briefly shows a woman with a pistol shooting a man. [I should know both of these. They escape me.] Song lyrics may contain references to sexuality (e.g., “Ménage à trios,” “She’s a very kinky girl,” “I really love to taste her,” and “You don’t have to sell your body to the night”) [The last three are "Superfreak" by Rick James; "Have You Ever Really Loved a Woman" by Bryan Adams, and "Roxanne" by The Police.]

No clue when this releases, so you’re going to have to be satisified with wailing “Take on Me” in the shower a little while longer.

Lips: I (Heart) the ’80s Rating Certificate [ESRB]


+ Review: Mega Man 10 By quesonitro 07 March 2010 at 2:00 pm and have No Comments

Review: Mega Man 10 screenshot

When Mega Man 9 was released in 2008, the game freaked people out with its ability to emotionally transport thirty-someth

ing gamers back to the late 1980s. The game’s graphics, music, and design choices were all straight out of the Mega Man 2 playbook, a playbook that hadn’t been used much in the past 20 years.  Experiencing this style of game effectively made me feel like a kid again. The design missteps of Mega Man 7 and and Mega Man 8 were erased from my mind, and my love of Mega Man was back in full force.

With that love rekindled, you’d think I’d be pretty damn excited for Mega Man 10. Problem is, I’ve been excited for Mega Man sequels before, and I’ve been burned more often than not. Despite being generally well-made games, Mega Man 3, 4, 5, and 6 were all disappointments in their own ways. It was easy to imagine that Mega Man 10 would join those four amongst my least favorite games in the series. Not only does Capcom have a track record of making less-than-stellar Mega Man games, but with Mega Man 10, they can’t rely on nostalgia either. Where Mega Man 9 worked to remind me of the games I grew up with, Mega Man 10 only reminds me of… Mega Man 9, and it’s a bit early to be nostalgic for 2008.

To justify the existence of Mega Man 10, the game has to do more than remind me of how much I used to love Mega Man. It needs to give me a reason to keep loving Mega Man, by outdoing the past games in the series, or, at least, equaling them.

Does the game pull off everything that’s expected of it? Hit the jump to find out.

Mega Man 10 (WiiWare [reviewed], PlayStation Network, Xbox Live Arcade)
Developer: Capcom
Publisher: Capcom
Released: March 1, 2010 (WiiWare) / March 11, 2010 (PSN) / March 31, 2010 (XBLA)
MSRP: 1000 Wii Points / $9.99 / 800 Microsoft Points

More than any other Mega Man game in recent (as in, twenty years recent) memory, Mega Man 10 becomes more enjoyable the more you play it. Unlike Mega Man 2 and Mega Man 9, which feel fantastic the first time you play them, but gradually get less exciting after beating them, Mega Man 10 only got more fun after the first time I finished it. Part of that has to do with the way the game is paced, but more than anything, it has to do with the need to drop one’s expectations.

What does one expect from a Mega Man game? Well, the answer to that is likely to be different for everybody, but for me, I expect a game that gives me the most powerfully sweet-and-sour experience that it can. My two favorite games in the series, Mega Man 2 and Mega Man 9, both work to blast the player with as much joy as possible, through both a catchy, vibrato-packed soundtrack and a multi-colored, surprise-filled visual world. That’s the sweet.

The sour comes from the death: the many, many, many kinds of death that Mega Man games are known for. Mega Man 2 and Mega Man 9 are both unafraid to kill the player. Instant deaths are commonplace, but instead of being frustrating and game-killing, the instant deaths in a Mega Man game should make the player smile and even laugh. If the game is doing its job right, the music, visuals, and design choices should be so much fun that you won’t mind being forced to play through a level again. It should get more and more fun the more you play it, like a pop song that gets more catchy the more you hear it. That’s what I’ve come to expect from a Mega Man game.

Mega Man 9 seemed to be made specifically to meet those expectations, even at the risk of alienating Mega Man non-fans. Mega Man 10 goes in the opposite direction. With its easy mode, multiple playable characters, branching levels, and fewer instant deaths, Mega Man 10 makes an effort to please those who didn’t “get” Mega Man 9. By proxy, people who did “get” Mega Man 9 might be initially taken aback with how different MM10 is.

Level-specific traps and obstacles aren’t as Mega Man-centric than those found in 9; the music often fails to initially impress, and most of the weapons feel a little boring on the first try. When I first got my ass kicked by the increasingly brutal ball-tossing elephants in Concrete Man’s stage, or heard Tornado Man’s stage music, or used Jewel Satellite to reflect back Uzi fire from a Sniper Joe in Mega Man 9, I was genuinely impressed. Those moments don’t happen as often in Mega Man 10. Don’t get me wrong: they still happen, but they’re not as frequent. It takes a little more time to find the joy of Mega Man 10.

The soundtrack feels generally less inspired. An exception to that is Solar Man’s stage theme. It doesn’t sound like traditional Mega Man music, but it’s still really catchy, like a chiptune crossbreed between Led Zeppelin and a the final minutes of Metallica’s “One.” It’s immediately infectious, while most of the other songs in the game take longer to grow on you. As for the weapons, they grew on me too. I’ve actually found that Nitro Man’s weapon is pretty amazing. Not only can you use it to launch little wheels of death down paths or straight up walls, but if you hold the button down after selecting it, you can use it to go straight up walls yourself. Level designs are also easier to appreciate after you’ve played them a few times. There is a particularly annoying castle mid-boss in Blade Man’s stage that’s actually a lot of fun to fight after you’ve acquired Pump Man’s weapon, but you might not discover that on the first play-through.

I’ve also had a surprising amount of fun playing through the game again with Proto Man. At first, getting through the game with his abilities was just too hard, even for a life-long Mega Man fan like myself. Even though he’s got a shield, a chargeable shot, and the ability to slide, he’s still quick to die, mostly because he takes a lot more damage than Mega Man. Take three hits from a boss like Commando Man, and he’s gone. That didn’t work too well for me the first time through, but now that I’ve had some experience with the game, playing through with Proto provides both the added challenge and gameplay variety necessary to keep things feeling new. In many places, playing Mega Man 10 again with Proto Man feels like a whole new game.

If you don’t like playing as Proto Man but you still want new challenges, you can always start up a game on the unlockable Hard mode difficulty. In Hard mode, enemies move faster and are placed in more challenging arrangements, and bosses have all-new attacks. It’s a genuinely fresh and foreboding task to try going through the game again on the new difficulty.

Speaking of foreboding, Mega Man 10 may have my favorite final castle of all time. It doesn’t have my favorite final battle of all time — no, that spot is still held by Mega Man 2. However, everything leading up to the final battle in Mega Man 10 is pretty much perfect. The music, the boss battles, and the level design are all surprising, challenging, and joy-inducing. If you’ve just started playing Mega Man 10 but aren’t sure if you want to keep going with it, I implore you to get through the last stages before judging the game as a whole.

Probably the greatest source of replay value in the game comes from its challenge and time attack modes. Challenge mode works a lot like the mini-levels found in Mega Man Powered Up. They do a good job of both training newcomers to the Mega Man series and giving pros extra levels to deal with. Time attack is like it was in Mega Man 9, but now you can upload video replays and your best times to online leaderboards. It’s pretty damn inspiring to see some of the tricks and exploits that others have used to rush through the game’s various stages. I’ve watched Not Sure’s run-through of Blade Man’s stage at least three or four times now, both to pick up techniques and for sheer entertainment value.

Overall, Mega Man 10 doesn’t have as many high-water moments as Mega Man 9, but it is still consistently fun, while providing more overall content than the Mega Man games that preceded it. Though they may be disappointed with some of the music and levels, fans of Mega Man can’t afford to miss Mega Man 10. The game includes a little something from every game in the original Mega Man series (including the oft-forgotten Game Boy entries), and even makes a few references to the Mega Man X games. Though it puts in more effort to convert non-fans of the series, Mega Man 10 is still 100% Mega Man. Its mix of classic Mega Man style, weird new stuff such as bosses shaped like baseballs, and multiple gameplay options should please just about everyone. The truly amazing moments are fewer and farther between this time around, but this is still a great game.

Score: 8.5 — Great (8s are impressive efforts with a few noticeable problems holding them back. Won’t astound everyone, but is worth your time and cash.)


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+ ESRB outs ‘Lips: I (Heart) the 80s’ By FunteeKerse148 06 March 2010 at 3:00 pm and have No Comments

For those of you looking to put your ’80s singing chops to the test, it would appear that iNiS will be offering you just that chance if a recent ESRB listing for a fourth installment in the Lips series is to be believed. “Lips: I (Heart) the 80s” was recently spotted by IGN over on the ratings website, sporting a description that reveals at least two tracks from the 1980s-centric title — The Police’s “Roxanne” and Rick James’ “Super Freak.”

The game is also said to feature “depictions of men and women in revealing outfits performing provocative choreography — for example, women in negligees, black bras, panties dancing inside a classroom; large amounts of exposed cleavage, some grinding dance moves; and background images of storefronts/signs reading ‘25 cent Peepshows,’ ‘Live Sex Theatre,’ and ‘Topless Girls Dancing.’” Gosh golly! Regardless, with the recent release of Lips: Party Classics and today’s ESRB listing, we have to imagine the official announce of Lips: I (Heart) the 80s is just around the corner. We’ll be prepping our boom boxes with plenty of Public Enemy until then.

[Via IGN]

JoystiqESRB outs ‘Lips: I (Heart) the 80s’ originally appeared on Joystiq on Sat, 06 Mar 2010 16:00:00 EST. Please see our terms for use of feeds.

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+ It’s Okay to Be Gay on Xbox Live By Desestose 05 March 2010 at 1:39 pm and have No Comments

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After much deliberation, Microsoft has changed its policy about self-identifying one’s sexual preference, race, religion or nationality via its Xbox Live online service.

In an open letter written Friday, Xbox Live general manager Marc Whitten said that the Xbox Live Terms of Use and Code of Conduct will now allow players to “more freely express their race, nationality, religion and sexual orientation in Gamertags and profiles.”

Specifically, it is now kosher to use the words “lesbian,” “gay,” “bi,” “transgender” and “straight” in a user name or profile. The new policy does not yet outline proper uses for reference to race, religion and nationality.

Previously, Microsoft banned those expressions out of concern that they could be used as slurs. But an instance in 2009, when a lesbian gamer was banned for self-identifying as homosexual in her profile, resulted in a re-examination of the policy, executed in close collaboration with GLADD.

Now, perhaps Richard Gaywood — the gamer whose real name once ran afoul of Microsoft’s policies — will be able to get his old Gamertag back.

Image courtesy Microsoft

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