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    Guitar Hero: Aerosmith

            As if it would shock anybody, Activision have decided to push fourth with the Guitar Hero franchise despite the arrival of EA in the market with Rock Band. WithElectronic Theatre Image Guitar Hero: World Tour having been announced to compete directly with Rock Band, it’s left to the band-specific titles to continue from 2007’s Guitar Hero III: Legend of Rock, for now at least. First to arrive is Guitar Hero: Aerosmith, with Guitar Hero: Metallica rumoured to be following not too far behind.

            Playing the game as intended requires a Guitar Controller (although an Xbox360 Controller can be substituted). The player must hold the corresponding coloured and positioned Fret Button to the scrolling dots on-screen and push the Strum Bar when the dots cross the coloured Fret Line at the bottom of the screen. The game plays similar to Dance Mat-based games, Donkey Konga and the likes, as a primarily a Rhythm-based game. The first thing that strikes you about Guitar Hero: Aerosmith is how similar it is to Guitar Hero III: Legends of Rock. Not that that’s to be surprising, being developed by the same developer within six months on the same Engine, but just exactly how similar the title is it it’s predecessor is questionable given it’s full retail price tag; an RRP of £49.99. The Character Models are the same as in the previous title, although with Slash and Tom Morello removed and replaced with Aerosmith and DMC. The Venues are all new and just as creative as those seen in Guitar Hero III: Legends of Rock, but still carry that similar Guitar Hero aesthetic.

The Career Mode is exactly that: a parallel of Aerosmith’s career. Playing through their most memorable gigs – with band commentary before playing each newly unlocked Electronic Theatre ImageVenue – it’s a shame that the band’s tracks aren’t unlocked in the same timeline-based fashion, but this is most likely a concession to having to keep a steady Difficulty Curve. As has become traditional with the Guitar Hero franchise, Guitar Hero: Aerosmith’s Set List is organised into descending blocks of five tracks in order of difficulty. However, as the title is specifically featuring Aerosmith, the player is first asked to play two tracks that either influenced or were chosen by the band, before performing two by the band themselves – with the band as avatars – and a final third as an Encore. All four tracks must be completed before moving onto the Encore, as opposed to three of the four.

The Battles featured in Guitar Hero III: Legends of Rock return, in an identical fashion, although to a much lesser extent, and Joe Perry – as is becoming customary – wrote a unique instrumental track for the game on which to duel. Online Battles take the form of either straight play-offs (known as “Face-Offs”) or Battles utilising weapons – the same as those in Guitar Hero III: Legends of Rock. Both Player and Ranked Matches are available.

The titles’ Track List, unsurprisingly, does consist of a large amount of Aerosmith tracks, but also gems from The Kinks, Stone Temple Pilots and The Clash appear, alongside lesser known Aerosmith tracks and solo projects. And yes, Walk This Way (Run DMC) is included.

Guitar Hero: Aerosmith doesn’t break and new ground. For all of its minor refinement over Guitar Hero III: Legends Of Rock, it fails to evolve the genre even in the face of competition from the release of Rock Band; but then, could anyone really expect a release such as this to have done? Guitar Hero: Aerosmith does what it was intended to do; fan service for both Guitar Hero and Aerosmith fans, with that little bit of polish that six months extra development brings.

 

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Kev J.                                                                                                                                         Reviews Score Table Interpretation.

04/07/08

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