<![CDATA[Kotaku: rhythm games]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: rhythm games]]> http://kotaku.com/tag/rhythmgames http://kotaku.com/tag/rhythmgames <![CDATA[Eminem, Jay-Z Tracks Revealed for DJ Hero Renegade Edition]]> Activision gave Rolling Stone first dibs on the Renegade Edition tracklist for DJ Hero, featuring 12 cuts each from Jay-Z and Eminem - who recently endorsed the game by saying "the s—t is dope."

Jay-Z's set is said to be the first best-of compilation of his career, Rolling Stone reports, although another is said to be on the way in November. Eminem's set list offers a new song to be featured exclusively on the DJ Hero disc. Word is both artists personally chose their tracks.

Fun fact: That cover art above was created by artist Shepard Fairey, who produced the famous "HOPE" image of President Obama during the 2008 campaign.

Heres the full setlist for both in the Renegade Edition. Parental Advisory: Some song titles involve racial epithets.

DJ Hero Renegade: Jay-Z

"Ain't No Nigga (featuring Foxy Brown)"
"Where I'm From"
"Hard Knock Life (Ghetto Anthem)"
"Jigga My Nigga (featuring Ruff Ryders)"
"I Just Wanna Love U (Give it 2 Me)"
"Izzo (H.O.V.A.)"
"03′ Bonnie & Clyde (featuring Beyoncé Knowles)"
"Dirt Off Your Shoulder"
"Show Me What You Got"
"Roc Boys (And the Winner Is…)"
"Brooklyn Go Hard (Featuring Santigold)"
"D.O.A. (Death of Auto Tune)"

DJ Hero Renegade: Eminem

"Taking My Ball"
"Say Goodbye to Hollywood"
"Soldier"
"The Re-Up (featuring 50 Cent)"
"Rabbit Run"
"Get U Mad"
"Bad Guys Always Die (featuring Dr. Dre)"
"Public Enemy No. 1″
"Say What You Say (featuring Dr. Dre)"
"Lose Yourself"
"Hey Lady (featuring Obie Trice)"
"One Shot 2 Shot (featuring D-12)"

New Eminem Track, Jay-Z's Biggest Hits Coming to "DJ Hero Renegade Edition" Albums [Rolling Stone via This is 50, thanks TK]

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<![CDATA[Guitar Hero CEO: Rhythm Gaming Market Not Saturated]]> CNBC gives a big free ad to Activision for about a minute, then Daniel Rosensweig, the Guitar Hero CEO, gets down to bidness. He doesn't think rhythm gaming's a saturated market. Less than 20 percent of console-owning households have one.

"There's the next 80 percent we have the opportunity go after," Rosensweig says. "So there are more consoles plus consoles getting more connected and we have the opportunity to sell more into that audience. So we're not particularly concerned about that."

He closes up with a pitch for the Guitar Hero 5 and Van Hagar combo offer, saying the cost for its 135 songs "are cheaper than if you just bought the music alone."

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<![CDATA[Jimmy Page And Jack White Aren't Fond Of Music Games]]> During a press conference promoting the documentary It Might Get Loud, legendary Led Zeppelin guitarist Jimmy Page and The White Stripes' Jack White had some harsh words for music-based video games.

It seems that the two famous guitarists, both starring in the documentary on the history of the electric guitar along with U2's The Edge, aren't too keen on people discovering new music through video games, which is sad, because that's almost exclusively how I discover new music these days. For Page, it seemed to be a question of oversimplifying an action that is better left to more skilled hands.

"You think of the drum part that John Bonham did on Led Zeppelin's first track on the first album, Good Times Bad Times," Page said. "How many drummers in the world can play that part, let alone on Christmas morning?"

Basically a variant of the old why not just play a real instrument argument. White, on the other hand, seems a bit put off that some feel that bands have to be in a game like Guitar Hero or Rock Band to find their audience.

White went on to say that "It's depressing to have a label come and tell you that [Guitar Hero] is how kids are learning about music and experiencing music." While he added that he doesn't try to limit "which format people should get their music in…if you have to be in a video game to get in front of them, that's a little sad."

For those of you who may be unfamiliar with The White Stripes, their song "Blue Orchid" will be included in Guitar Hero 5, shipping this fall.

Jimmy Page, Jack White slam Guitar Hero [MusicRadar.com]

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<![CDATA[What Guitar Hero and Rock Band Can Teach Us]]> Contrary to your assumptions, Guitar Hero and Rock Band are not sneered at by all serious musicians.

By themselves they may not teach you how to be a part of a bona fide rock band, but two instructors whose job it is to do so say the games have some qualities that make them a worthy adjunct to a true musical experience.

"I know there are some haters out there," said Aldo Noboa, a guitarist of 30 years and co-founder of the Paul Green School of Rock Music. "But I'm always looking for ways to inspire people to experience music. And that's not a guitar, of course, but it's very, very interesting how they set it up. I definitely see some constructive aspects."

The benefits are not directly connected to making music, an experience both games only replicate at best (although Guitar Hero: World Tour's music studio mode goes a little further with musical experimentation.) But in nuturing an appreciation for music, or breaking down performance anxiety, or just letting someone get comfortable posturing with a prop guitar, rhythm games have a legitimate place, they say.

Big Kids
Studies and claims have tied the popularity of Guitar Hero and Rock Band to actual music performance for some time. A British study says the games' popularity have inspired children there to experiment with music. There are unverifiable claims Guitar Hero is responsible for a surge in sales of real guitars. And anecdotally, most know of someone who's bought a real instrument after falling in love with the game, or, at least, has thought about it.

This hasn't translated to a legion of ADD youngsters begging for music lessons and half-serious about doing the work. Not for Noboa, anyway, whose School of Rock Music is "a bit more over the top" than typical guitar lessons. Students, typically younger ones, not only learn their instrument, but learn to perform with it in the context of a rock and roll band. But few, if any, are showing up because Guitar Hero convinced them they could do it, he says.

However, "I do have several adult students with kids in the program," Noboa said from his San Francisco office. "They play these games too, and I can say the adult students who have arrived to us, at the very least, are inspired by these games and the experiences they have with them."

On the other end of the spectrum, Power Chord Academy, which likewise teaches a music-and-performance curriculum at locations nationwide will be teaching a specific rhythm game skills camp over the summer. Part of the reason for the course, Power Chord's Dave Wood said, was to capitalize on Guitar Hero's strength as a search category, and try to offer something that would steer kids Googling that over his way. But he doesn't trivialize what the game - especially World Tour - has to offer.

Actual skills
"Tone recognition, that would be the main thing," that these games build, Wood said. Playing a familiar song, one builds a basic understanding of what key is supposed to be played next. Going further, "in [World Tour's] recording platform, you can program the notes, people can say, I want these notes to work with, and it gives a good deal of autonomy and understanding to what the person is doing."

Other actual music skills? Rhythm, obviously, and not just with the drums."You're not deciding on the pitch because you're being told what button to hit, so it is all about the rhythm," said Wood, who surmises some means of selecting pitch would be among the next developments in this genre's evolution.

And then just conquering stage fright and building stage confidence. "We attract singers who have gotten their feet wet with this and are wanting to try it out for real," Wood said. By the same token, playing with a virtual band where the music won't come to a screeching halt, no matter how poorly one plays. "You have a level of confidence with the song you're playing, knowing that the bass, drums, everything is going to stick along with the same rhythm more or less," Wood said. "You don't have to worry about the drummer literally losing the beat, because even if he does, there's still something there."

Noboa, although he speaks admiringly of what the games have accomplished, takes a little more circumspect view. "There are no fundamentals already in place from [playing] these games," he says, "other than inspiring greater general interest and curiosity." However, "these in turn do not seem to establish any pre-sets that would require retraining from old habits, etc."

But rather than brood on a "101 Dalmatians" syndrome - the fad everyone wants, but no one wants to commit to, seriously - Noboa sees it in more positively. "Say it does inspire them to go to a music store and take a look at guitars and think, hey, maybe I want to do take this a step further."

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<![CDATA[Battle of the Rock Bands Tonight on SPIKE]]> Disturbed, Judas Priest and Cheap Trick (pictured) are challenging the top three user bands in the nation tonight on SPIKE TV's "30 Minutes to Midnight," the official countdown show for the launch of Rock Band 2. The three bands challenge the users to play their songs, among the hardest in the game, with other competitive twists. There will also be a guy who can finish a song playing all four instruments at once. If you're one of those people transfixed by watching others play this game really well, you might want to flip over.

More details, plus exclusive screengrabs from the show (taped live before a studio audience, like "Cheers") on the jump.

"30 Minutes to Midnight" airs at, well, 30 minutes to midnight US Eastern time tonight. The user bands are from the Xbox 360 community (Earth Wind and Centaur! Die! In a Fire, and Here Comes a New Challenger). In addition to playing straight up, there will also be a challenge mode in which they have to play the notes from memory with none on the screen. So we'll see if Rock Band really has taught anyone to rock out.

Here's the one-man band:

... aaaand a "drum-off"

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<![CDATA[First DJ Hero Details: Turntable Controller, Mash-Ups, Guitar Co-Op]]> Recent Activision acquisition FreeStyleGames is hard at work on DJ Hero, a music rhythm game that will let gamers scratch to the beat of popular mash-ups with a laptop turntable peripheral, informed sources tell us today.

The game, which has been in development for nearly two years, is expected to hit shelves next summer and will likely include the ability to use Guitar Hero guitars for versus mode face-offs.

The controller, key to the game's success, has been through nearly a half-dozen iterations.

In the latest form, the device looks a lot like a simplified DJ Deck. There is a platter for scratching which will act like the strum toggle on a Guitar Hero guitar. Above the platter are three buttons for sampling. The controller also includes a cross fader and a sound effects dial which will act like the whammy bar in Guitar Hero.

Instead of flowing the musical notes down a guitar neck, DJ Hero will flow the music down and around a virtual record in a half arc. Either left top to middle bottom if you are left handed, or right top to middle bottom if you are right handed.

To play you will have to either hold a sample button and scratch, just hold a button or just scratch as the neon icons flow around the virtual vinyl.

Currently the wireless controller has grooves molded into the bottom so it will sit comfortably in a player's lap, though the team is also looking into legs for the deck so gamers can play while standing up.

The game in its current form features all mash-ups, think Beyonce Vs Jimi Hendrix, 50 cent Vs Beastie Boys. If they can nail the interface and get licensing for the music this could be a mammoth hit. Then again I love mash-ups.

*That's not a picture of the controller.

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<![CDATA[Rethinking Kids' Games: Disney Interactive At E3]]> What determines whether or not a title is a "kids' game" or not? The simplicity of gameplay? Kid-friendly branding, like licensed TV stars or cartoons? Do you associate kids' games with low quality?

What got me thinking about this was a stroll through Disney Interactive's E3 booth, where I peeped Ultimate Band for Wii and DS. In the Wii edition, players can pick one of four band roles - frontman, guitar, drums and bass - and simulate the instrument of choice through what's essentially air guitar using the Wii remote and Nunchuk. The frontman role focuses more on aerobic performance - think Namco's new We Cheer or the new Rabbids title, to which I saw a lot of people my age or older joyfully disco-dancing on the show floor.

It looked challenging enough that I'd want to have it if it were more my sort of music - no thanks on the Jonas Brothers, and I've had my fill of Weezer's Beverly Hills. Track list is decent for the tween set, though, and in a cool twist, since players can pick either a male or female vocalist, there are both male and female-voiced versions of the songs, swapping the song's romantic context appropriately (like "Fell in Love With A Boy" instead of "Fell in Love With A Girl."

The DS version's rhythm-action gameplay looked innovative and promising enough that I really wished that they'd just aimed it at our audience stylistically and let us have at those mechanics. We'd never have known it was meant to be a kids' title.

In the DS Ultimate Band, you navigate the different venues via a touch-screen map. Once you choose ones, here's how playing goes down — you've got the six strings of your guitar on the touch screen, and little D-pad icons rain down from the top screen into the touch screen indicating what direction you should be holding when you tap the string it hovers over. It looks like it works surprisingly well, and gets quite complex on harder modes.

And as long as you're hitting the notes, there's no penalty for strumming extra notes — between chords, if you're feeling noodly, you can riff your own little solos and extra twangs just for your own entertainment.

Rhythm-action can be a bit hit or miss on the DS — since the astounding (and yet simple) success that was Ouendan and EBA, I've seen many other approaches attempted and none that I really think are a worthwhile alternative to the good old timed beat tapping. But beat-strumming along with the buttons looked really appealing. It made me wish that they'd picked a trendy art style, added a silly narrative, and gotten either some unintentionally hilarious or some more grown-up tracks, and pointed it squarely at rhythm-addicted core gamers.

Disney caters to the 8-14 year old set. But their DS rhythm game appealed to me at least as far as core mechanics, while their kids' title for Wii looks like the exact sort of gameplay we're seeing from the publishers who normally serve our audience. Makes you wonder — what is a "kids' game," really?

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<![CDATA[Actually, Zubo Is Fun For All Ages]]> Just last month, Crecente checked out EA's DS rhythm title Zubo, and the verdict of the commenters based on his impressions was that it looks like a "bizarre kids' game." I got to give it a whirl myself yesterday, and I actually find it pretty interesting.

Like Crecente said, it leans heavily on its art style, cool mini-fig style creatures that are really artsy and look vivid and fantastic on the DS. The basic gameplay might lead one to believe it's a kids' title, but since higher difficulty levels advance in complexity, I have to say with cautious optimism that I'd probably enjoy it too.

Particularly, I liked the character designs. Pics of just a few of them, plus printable papercraft (!) after the jump.



As Crecente said:

The stylus-driven game is broken down into a number of themed-worlds, each with it's own team of Zubo that you can befriend through tasks and mini-games to add to your team of three. All said there will be 55 different Zubo in the game and all of them will have unique attacks during combat.

I'm a big Elite Beat Agents nerd, which means I just love to tap the screen whenever circles converge, and that's what Zubo wants you to do. It has some basic RPG elements - different team members have different attributes and thus their individual techniques will be strong against some enemies and weak against others. Pick a character from your team to attack, choose what moves they'll do, and then a silhouette line will start converging on your character as it dance-attacks the enemy. Tap at the right time and the attack is successful.

The reps brought headphones so that I could hear the music that Crecente didn't get a chance to hear too closely during his demo, and it's all pretty interesting, various stuff all synchronized to beat well. And the gameplay does sync up with the beat, meaning like with EBA, you'll need to use your ears more than your eyes to time things ideally.

It's not, admittedly, as fast or frenetic looking as you might expect a challenging rhythm game to be, but the music and visual style are entertaining enough that it just might close that gap. I'd advise not writing this one off as a kids' game just yet.

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<![CDATA[Take-Two Ponders Entering The Music Game Genre]]>
Would Take-Two ever consider setting Rockstar loose on the music game genre? Last night, during Take-Two's Q1 financial results call, Board chairman Strauss Zelnick addressed an analyst who asked exactly that, "given Rockstar's nature." I guess he meant, "as rockstars"?

Zelnick's answer? "Possibly," but Zelnick said there's nothing currently in Take-Two's schedule that fits that bill. For his part, Zelnick is waiting to see how much staying power the trend has, and whether to define it as a "music genre" or a "rhythm genre."

Zelnick said such considerations are "terribly important when you invest in AAA properties that you expect people to play for over 20 hours."

Zelnick has good reason to demonstrate his restraint to his investors, of course - right now his mandate is to prove that they're better off sticking with his guiding hand than with EA's.

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<![CDATA[iNiS Working On 360 Title]]> I'm a big fan of rhythm games, so the developer of Elite Beat Agents and Gitaroo Man working on a title for the Xbox 360 is pretty big news to me. In an interview with Gamasutra and Microsoft's Gamefest, iNiS co-founder Keiichi Yano confirms that there is a 360 game in the works.

However, when if there were Xbox 360 games that iNiS itself is in development on, Yano guardedly confirmed: "Yeah. We are currently working on a title. I can't really get into it more than, 'Yes, we're working on something!'" No further details on publisher or genre were available for the game.
Considering the most successful games iNiS has created have been rhythm games, I'm going to go ahead and put my money on another one of those, which would be simply peachy.

iNiS' Yano Confirms Xbox 360 Project, Engine Development [Gamasutra]

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<![CDATA[Ouendan! 2 Available for Pre-Order]]>

Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2, the folow up to the truly awesome Ouendan! is now available for pre-order through PlayAsia.com for $48.90 plus $2.80 shipping. The page has it listed as being available on May 17th and I can hardly contain my excitement.

If you decide to get it, I hope you don't have the same issues with PlayAsia as I did when I ordered the original Ouendan! and for some unknown reason they sent me Elite Beat Agents instead. All in all it took me two months to finally get the game that I ordered, but I have to say, It was completely worth the wait.

Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2 [PlayAsia]
[via the bbps]

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<![CDATA[PaRappa Creator Wants Less Violence, More Rhythm, Faster TVs]]> Masaya Matsuura, creator of the PlayStation rhythm hit PaRappa the Rapper, says the industry should stop focusing on "X-rated" violent fare to attract new gamers to the medium, according to a report from Gamespot. Praising Nintendo's philosophy of attracting non-traditional gamers, Matsuura said at the recent Australian GO3 conference, that "making good games that everybody can play is a very high priority."

Kicking and punching? That should stay all in the mind.

In addition, the NanaOn-Sha staffer says that the rhythm genre he helped create is on the decline in Japan. That's in contrast to current Western tastes where music titles like Boogie, Rock Band and Guitar Hero are still hot. What's contributing to this downfall? Flat panel TVs, he says, and their delayed displays.

More of Matsuura's GO3 musings at Gamespot.

GO3: Make less-violent games: PaRappa creator [Gamespot]

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<![CDATA[Rhythm Nation]]>

Upon looking over the games I've been playing lately, I realized that quite a number of rhythm games have been creeping their way into my collection. Ouendan!, DDR (I'm trying to shed a few pounds, so sue me), Guitar Hero 1 & 2, Donkey Konga, Space Channel 5. Now, these are definitely not games I play all the time, but I like them because they provide a great counterpoint to the often long winded games I love to play like Twilight Princess and Final Fantasy III. After wandering around the same part of the game map for an hour or two trying to level up, it's somewhat of a relief to take a break and pound out the beats on a couple of Ouendan! songs. They are quick (but not easy!) and can be played for a little while and then put down without fear of forgetting what side quest you were on when you saved last.

Rhythm games are definitely an acquired taste. Many people find them frustrating, although I wonder if that says more about the lack of rhythm in the player than the actual quality of the game. I know that for me, my experiences with FPSs is woefully small, not because I don't care for them per say, but more because I'm completely lame at playing them. It's also true that certain rhythm games have wider appeal than others. Take Guitar Hero, for example, which seems to have transcended the genre and appeals to an extremely wide audience.

So, let's hear it for the rhythm games! Are you an Ulala or an Ouendan? A Guitar God or a Bongo Beater? Become a part of the rhythm nation and let us know what your favorite rhythm titles are in the comments!

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<![CDATA[Wicki! Wicki! DDR for DJ's]]> We were turned onto Wicki! Wicki! by Mike, a turntable controlled student project game built on Flash, a gutted optical mouse, and old Technics hardware. From one of the games designers, Patrik Berg:

By finishing up an old dusty turntable, mounting a optical mouse on it instead of a regular pickup and then connecting it to a Flash-interface, our group developed a game controlled by scratching.

Sadly, we're not aware of any video, nor the original Flash software portion, but it's cool regardless. It makes me a little sad that I never got to try out Sega's Crackin' DJ (and that DJ Portable Max for the PSP is still so pricey). Guess I'll go back to scratching various body parts as a pathetic replacement for actual digital scratching fun.

Thanks for the tip, Mike.

Wicki! Wicki! [via Playthrough]

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