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  1. #111
    The Always Informative Rock Band Forum Guru
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    Just added this: in a interview with OXM Matthew Nordhaus mentions the exports for LEGO and Green Day are playable in Blitz - OXMonline
    Pushing 50 and still rockin' like a teen, only now I can afford it and it takes longer to recover.

  2. #112
    Quote Originally Posted by Pankrazzo View Post
    One difficulty level? My god this will be terrible.
    How many difficulty levels do you really need in a game where there are two notes to hit on each track? Like FujiSkunk said, slower songs are going to be the ones that are naturally easy to play and faster/more technical songs will be difficult.

    Quote Originally Posted by Lowlander2 View Post
    Notice how a complex guitar solo is reduced to rapidly alternating between two buttons.
    Isn't that to be expected? I'd be worried if it was reduced to a sustain note or a slow series of repeating notes. This seems perfectly in line with how the gameplay and "Blitzification" algorithm is supposed to work.

  3. #113
    Audiosurf has 3 difficulties.
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  4. #114
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    Quote Originally Posted by MagicMurderBag7 View Post
    Audiosurf has 3 difficulties.
    The speed of the song is the same anyway, it only changes the ways the game is played, with more colors or combinations.
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  5. #115
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    Quote Originally Posted by TheDescent View Post
    Notice how a complex guitar solo is reduced to rapidly clicking between 5 buttons.
    No, no, you have varying patterns, not just flicking from one to the other as if every solo was a trill.

    Quote Originally Posted by Ralphy2009 View Post
    Isn't that to be expected? I'd be worried if it was reduced to a sustain note or a slow series of repeating notes. This seems perfectly in line with how the gameplay and "Blitzification" algorithm is supposed to work.
    I'm not complaining that it's too hard; it's the other way around.

    See, this could have been solved if they had added just one more button. It's not like it would have blown peoples' minds with its complexity. Come now.

  6. #116
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    Quote Originally Posted by Lowlander2 View Post
    I'm not complaining that it's too hard; it's the other way around.
    But that's why there is other things going on such as the need to keep an eye on each lane multiplier, the pinball bit and all the powerup bonus bits that are on certain lanes.
    hmxhenry "We never stopped loving you, not for a second."

  7. #117
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    Quote Originally Posted by Lowlander2 View Post
    See, this could have been solved if they had added just one more button. It's not like it would have blown peoples' minds with its complexity. Come now.
    Apparently they decided it would, and most likely they have some playtesting or other research to back that up. Do you think these games are created in a vacuum?

    And like Blasteroids said, you're doing more than just focusing on one instrument track in this game.
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  8. #118
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    Quote Originally Posted by Blasteroids View Post
    But that's why there is other things going on such as the need to keep an eye on each lane multiplier, the pinball bit and all the powerup bonus bits that are on certain lanes.
    1) Yeah, that lane multiplier thing was done in the DS RBs and Unplugged; with four inputs and it worked fine, might I add.
    2) How much pain are powerups going to alleviate?

    Again, how much could have been solved with just one more button.

  9. #119
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    I would have preferred something Kinect related but I hope this game does well. All five of the songs named so far are must-haves for me and are more exciting than the actual game.
    Waiting for Depeche Mode, Patti Smith, Pavement, Public Enemy & more Rolling Stones. I have 2,000+ songs!

  10. #120
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    Quote Originally Posted by FujiSkunk View Post
    Apparently they decided it would, and most likely they have some playtesting or other research to back that up. Do you think these games are created in a vacuum?

    And like Blasteroids said, you're doing more than just focusing on one instrument track in this game.
    The handheld games disprove all of that. They had four inputs; they worked fine. They had multiple tracks to go with this four-button layout; they worked fine. They didn't have power-ups or the greater emphasis on combos like this one looks to have, but it still had a hefty instrument shifting mechanic; this worked fine.

    What happened? The controllers? They're better built for it than the DS Lite ever was.


 

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