‘Guitar Hero’ gets born again with a new look and a new controller
Guitar Hero has no business being relevant in 2015. Ten years is an eternity for video games, especially so for games tied so closely to specific technology like Harmonix’s revolutionary PlayStation 2 game was to its inner-rock-star-summoning controller when it came out. A decade on from that original, and five years on from the last release in the series, Guitar Hero is an icon, but it also feels like a relic, a work hopelessly locked in its era. A 10-year anniversary reissue, maybe with some bonus tracks thrown in, seems like the best-case scenario for Guitar Hero coming back to life in 2015, a dignified archive for the nostalgic. FreeStyleGames has done so much more with its new game Guitar Hero Live. The studio has made a game that feels deeply modern, relevant, wholly distinct from Rock Band and somehow still rooted in tradition. It’s all thanks to a new controller and a wildly different look for the series’ debut on PS4, Xbox One and Wii U.
Guitar Hero Live keeps the fundamentals of the classics — using a plastic guitar to play fake notes in a song when they appear in a scrolling bar on your TV — but it’s different in every other way starting with its guitar. Harmonix set the standard for the entire music-game genre, from Guitar Hero to FreeStyle’s own DJ Hero, with the original plastic guitar and its five primary-colored buttons located where a guitar’s strings would be. The basic shape and weight of the new guitar is the same. The whammy bar is still there to furiously tap during a sustained note, accompanied by a devoted “Hero Power” button to hit when you’ve hit a series of successive notes just right, boosting your score in the process. The classic five finger buttons, though, have been replaced with six buttons at the far end of the neck. Three black buttons on top of three white buttons, arranged tightly together and flush with the rest of the fret board. It looks slick and, in action, feels even closer to playing the real thing.
The classic five finger buttons, though, have been replaced with six buttons at the far end of the neck.
“This is the universal air guitar, right?” asked Jamie Jackson, creative director of Guitar Hero Live during my demo of the game. He was furiously wiggling the fingers on his left hand in midair while doing a Pete Townsend windmill with his right hand. The air-guitar finger-wiggling is something everyone knows, but how do you translate that motion to a controller? “We actually have six buttons in two rows. We’re creating that illusion of playing guitar a bit more — still really, really easy to learn, but also difficult to master.”

When playing Fall Out Boy’s “My Songs Know What You Did in the Dark,” the familiar stream of cascading note cues still fills the screen, but is a little more staid thanks to the black-and-white color scheme. Playing on Easy has you fingering just the left, middle or right white (lower) buttons or black upper buttons in simple rhythmic combinations, but move it up to Normal or Expert settings and you’re bending your hand to cover both rows. It almost evokes the very real feel of chords on an actual guitar. It’s easier than playing a guitar, but the buttons are, after all, a whole lot bigger than strings.
While the stream of notes on the screen is familiar, the cleanliness of the display is new. It’s not just the color palette, but also a clearing of detritus. The neon explosions when your score goes up, the little multicolored meter telling you to use your “Hero Power,” are totally gone. In fact, all the cartoon elements of the old series are gone, including the bulbous polygon caricatures that you’d see flailing around in the background while you played. The visuals replacing them are cleaner, but also more complex and strange. “The other cool thing about Guitar Hero is it’s not like a Call of Duty where I need to run around,” said Jackson. Guitar Hero had a lot of flash, but the cartoon graphics in the background weren’t much more than, as Jackson put it, a painting in the background instead of an environment the player needs to explore. FreeStyle figured it would do something more dynamic. “So we thought, ‘Fuck it, let’s film a movie instead. Let’s film real people, looking at you, and responding to you.’”
Guitar Hero Live is played entirely in first-person view on a stage and in front of a crowd of live people. When you pick a song and venue, the game shifts to a shot following a bearded, tattooed roadie out onto a stage in front of a few thousand screaming fans. The drummer will give you an assertive nod before you start going. Jackson clearly loves the concert feel of his game, and it shows in Live‘s presentation. “You want them to scream at you if you’re doing well,” he said. “We want them to sing the songs along with you if you’re killing it. But if you screwed them up, we want them to tell you you’re screwing up as well.”

Live‘s presentation isn’t wholly successful. Of the two venues I got to try, including a medium-sized arena comparable to New York’s Hammerstein Ballroom and a massive outdoor festival akin to Glastonbury, both suffered from the inevitable feeling of manufactured excitement that comes with an orchestrated concert. Viewed from the outside when you’re not playing, Live has the air of a Super Bowl halftime show, full of sign-wielding super fans jumping up and down furiously regardless of what’s going on. There’s no one in the crowd checking their phones; they’re all too excited. Like any truly great illusion, though, Live‘s filmed action feels best when you’re not looking directly at it noticing its imperfections. When you’re actually playing the game, the effect is fascinating because you only notice the details of the film when something changes. Stumble over a few notes and the screen blurs for a split second and those adoring fans seamlessly turn to giving you confused, disapproving looks. Keep messing up and you swing around to see that drummer staring daggers right at you. The effect is both engrossing and motivating in the right ways.
There’s no one in the crowd checking their phones; they’re all too excited..
The live performances of Guitar Hero Live may not ultimately be what most players spend the bulk of their time with. Included is Guitar Hero TV, the game’s most thoroughly modern feature. Rather than a download store for purchasing new songs of even more annualized disc releases (the flood of which arguably destroyed the series by 2010), Live‘s primary online mode is a set of music video stations. Guitar Hero TV lets you play the game over artists’ videos, like a playable cross between YouTube and Spotify.
“It’s very much like your TV at home,” explained Jackson. Like a cable box, Guitar Hero TV will let you bounce between set channels or pick a tune from an on-demand song list. There’s even a multiplayer component, with a list of scores on the left side of the screen showing you in real time other people who are playing the same song while you are. Guitar Hero TV feels like it’s delivering what previous games in the series and even Rock Band never could: a streaming service that lets you access new content without having to buy a disc or individually download songs.

Whether Guitar Hero TV can deliver on its promise remains to be seen. Only a video showing off its features was on hand, and Jackson was even hesitant to commit to which artists would be available. Newbies like Ed Sheeran were on display alongside classic staples like Blue Album-era Weezer, but beyond that are a lot of question marks. How many songs, how many live performances and many other details about Guitar Hero Live will have to wait for E3 2015 and later in the year, closer to the game’s release according to Activision. Even the briefly discussed Guitar Hero Live mobile version for tablets and phones — which Activision says is exactly the same game as the $100 versions hitting consoles this fall — remains under wraps. Still, FreeStyleGames has done something deeply impressive with Guitar Hero Live; it’s filled a seemingly dead series with life in time for its tin anniversary.
Resurrecting ‘Guitar Hero’ through live rock and robots
Guitar Hero Live is trying to pull off one of the most difficult acts in rock and roll: the return to relevance. Not just a reunion tour feeding off nostalgic fans looking to recapture the good, old days of 2005, but a bona fide resurrection. After a five-year hiatus for the series, FreeStyleGames has taken over. It hopes to bring the rock star simulator back to the prominence that made Guitar Hero 3 the first game to break $1 billion in sales. Its first step: redesigning the iconic guitar, trading its five primary-colored buttons for six black and white keys that mimic actual chord fingerings, but that’s not its primary gambit. Chasing the rock star fantasy that the old games sold even further, this fall’s Guitar Hero Live places you on a real stage with a real band and audience, all filmed from a first-person perspective.
Gone are the bulbous cartoon people that rocked out in the background of Guitar Hero and its sequels. Replacing them are actors playing the band around you, roadies and the massive crowds filling the outdoor festivals and arenas where you play songs like Fall Out Boy’s “My Songs Know What You Did in the Dark.” Play well and the audience adores you. Miss a bunch of notes in a row and the crowd will turn against you faster than a Slayer riff. The transition is instantaneous while you’re playing, which makes the process of capturing the game’s fictional concerts on film all the more impressive.
“It was interesting bringing what we knew about video games into a world about films,” explained Jamie Jackson, creative director on Guitar Hero Live. During my hands-on session with the game, Jackson seemed genuinely pleased with his studio’s foray into a different creative medium. “Just getting a tent, getting the extras from the tent to the stage — that was a chore. And getting them to act how you wanted was even more interesting. I’d come on stage and say to them, ‘All right, this song is going to be on; this is the band; this is how you feel about the band: Go crazy. That was easy. That was funny.”

How do you get a bunch of people at an imaginary concert to behave as you want them to? Conjure up the same emotions that some of the best rock songs do. “We came up with this concept of asking, ‘Who’s ever broken up with somebody?’” said Jackson. “There’s three stages to a breakup, right? The first one is denial. So it starts with the song as it goes wrong; I want you to be in denial. The second stage of a break up is kind of tears of sadness, right? So we want you to be more emotional; we don’t mind if you cry a little bit. Then the third part of breaking up with somebody is that complete abject anger, and hatred. So at the end of the song, throw whatever you’ve got at them. And it worked!”
Unfortunately, the live-action concert feels too manufactured when watching another person play.
Unfortunately, the live-action concert feels too manufactured when watching another person play. It falls prey to the same shortcomings all fake concerts do, in that it can’t help but feel staged when everyone in the crowd is acting the same way. Where are all the people staring at their phones? Where are the couples making out? The effect is far more thorough when you’re actually playing the game. When you’re the one holding the controller, focused on hitting your notes, the illusion is impressively convincing. The seamlessness of the transitions buries the fact that it must have been profoundly difficult to capture the very different audience vibes without making it seem abrupt. FreeStyleGames’ secret to capturing alternate versions of identical shots: robot arms.
Jackson and FreeStyle drew from an unlikely source of inspiration for Guitar Hero Live‘s style. Peter Jackson’s The Hobbit managed to nail the effect of having Ian McKellen’s Gandalf look enormous next to Martin Freeman’s Bilbo Baggins by filming them simultaneously on identical sets that were different sizes. While Bilbo’s in his normal-sized hobbit hole, Gandalf’s in a cramped version where he has to bend low. Cameras mounted on robotic arms, meanwhile, capture identically framed images in both so it seems like the actors are right next to each other; different perspective seamlessly intertwined. “I thought: mind-blowing, now this is fucking cool,” said Jackson of his learning about Peter Jackson’s technique. “We took from it those motion cameras where we can do that same pass every single time. We can do a positive take; we can do a negative take; we could then have them running and switch between them, which means the frame is exactly the same.”

Rather than a live cameraman on stage dodging actors playing instruments and capturing every shot live, FreeStyle had someone frame every shot and then leave the rest to a robot cameraman. The robot would then capture the exact same frames — crowd at peak excitement, crowd wondering why the guitar player is messing up, incensed crowd, etc. — one after another. After each version was shot, they switched between shots on the fly to create the complete concert experience.
“A cameraman is an invaluable asset because they just know how to frame, and they know how to move, and they know how to keep things smooth; and we had a great cameraman do all of that for us,” said Jackson. “Then we take that camera data and then give it to our physical camera, Priscilla. She didn’t need feeding; she didn’t need a break; and she’d do the same shot time after time.”
Of course there are risks that come with using the robot arm.
“Priscilla, she doesn’t stop very quickly. She’ll hit you in the face — she can take your face right off — so we also marked out the danger zone on stage,” said Jackson. “We told the band members, ‘Do not stand in this area. She will take your face off.’ It allowed us to do so many things apart from just having a positive and negative reaction from the band and the crowd.”

Priscilla may have been dangerous, but she’s worth it. Guitar Hero Live still feels like a concert. Even though there are only a few hundred actors in the crowd, a robotic camera capturing the same space over and over again can make them look like thousands of people.
Priscilla may have been dangerous, but she’s worth it.
“There was only about between [200] to 400 people in the crowd,” Jackson admitted. “But once we’d done the passage with the band on stage, we cleared them off, and moved all the crowd back. We changed their clothes, swapped them around, shot another pass, moved them back again and shot another pass. By the end of that, we turned four hundred people into several thousand real people. Then actually we started to fill in with 3D, CG.”
Impressive effect or not, the jury’s out on whether these live performances will make the world fall back in love with Guitar Hero 10 years after the original’s debut. That will be borne out later this year when Guitar Hero Live comes out on PlayStation 4, PlayStation 3, Xbox One, Xbox 360, Wii U and a plethora of still unconfirmed mobile devices.
Xbox Live members get the ‘Game of Thrones’ premiere for free
If you’ve resisted piracy’s siren call, you now have another way to catch the season premiere of Game of Thrones. Xbox Live members with an Xbox One or 360 can now stream the Season 5 premier gratis until April 16th, including extra content like trailers, on-set tours and blooper reels. The episode debuted on HBO and its $15/month streaming HBO Go service last night, to largely solid reviews (spoilers at that link). It looks like the extra is only available in the US due to HBO’s complex foreign syndication, but it’s good news if you didn’t want to sign up with HBO just for GoT and have Xbox Live.
Source: Xbox Wire
Xbox One’s official UK price falls to £300
Plenty of UK retailers are already selling the Xbox One for under £300, but now Microsoft is making this significantly lower price-tag official. Effective immediately, the console will be available from £299.99, or £30 less than before. A spokesperson for Microsoft told Eurogamer that it’s a “UK-only retail promotion,” which suggests the reduction could only be temporary. However, given how Microsoft handled a similar price-drop in the US, we suspect this’ll be a permanent discount before too long, if it’s not one already. By making this the official price, Microsoft is also encouraging retailers to drop the cost of their bundles even further. The console has few exclusives prepped for the first half of 2015 (Halo 5: Guardians and Rise of the Tomb Raider will change that this autumn) but if you’ve been mulling a purchase anyway, now might be a good time to take the plunge.
The best games. The best exclusives. The best time to buy an Xbox One. Now starting at £299.99 http://t.co/Tbep7mapLC pic.twitter.com/uezLFTujkw
– Xbox UK (@xboxuk) April 13, 2015
Filed under: Gaming, Microsoft
Source: Xbox UK
Xbox One adds ‘energy-saving’ option to the set-up process
Anyone who buys a brand new Xbox One will be prompted with a special screen when booting up the console for the first time: A choice between “instant-on” and “energy-saving” power modes. The default in the US is instant-on, which enables updates and content downloads while the console isn’t in use, and lets users yell at their Xbox Ones to turn them on. The energy-saving mode consumes less power and can save players an average of $6 to $15 per year in the US, Microsoft says. This isn’t a new mode, but the move to offer power choices up front follows a March blog post from the National Resources Defense Council that was critical of the Xbox One’s always-on default.
“Although Microsoft reduced the power drain from its ‘instant-on’ mode from 18 watts to 12.5 watts, the mode is still the default when it comes out of the box and the user is not even given the option to disable it during the initial setup,” the NRDC wrote. The new prompt directly addresses this criticism (Side note: Microsoft says instant-on mode uses 15 watts).
Existing Xbox One owners can make the power switch themselves by going to “Power & startup” under Settings. Change your power mode because you want to save some cash, because you’re thinking about the environment, or if you want to hear your significant other scream “XBOX, ON” tonight in increasingly frustrated tones before they figure out it’s just not going to happen.
Filed under: Gaming, HD, Microsoft
Via: Neowin
Source: Xbox Wire
Bing.com gets a makeover for Android phones
Just because you have an Android device doesn’t mean that you must use Google as the go-to search engine. There are plenty of options available and one of them just received a makeover. Today, Microsoft unveiled a new look for Bing that focuses on content consumption. Rather than being so straightforward and emphasizing search, Bing now serves popular content. Also, Bing Rewards has a new home on the homepage.
The team behind the changes highlighted these areas:
User interface redesign: Based on numerous A/B experiments, we’ve determined that users prefer a swipe-up card layout (~5-10 percent swipe-up rate), a translucent color scheme and ~50 px initial card peak height.
Image of the day (IOTD) card: While on the go, you can learn something new about today’s homepage image with our IOTD card. In addition, we shipped a new UX to help you learn even more about the topic.
Popular now card: News consumption is a common activity on mobile devices. We also know that on Bing.com desktop, the homepage news carousel at the bottom of the page is one of the most highly engaged features, connecting users to news stories across the web. With that in mind, we are bringing the desktop’s news carousel experience to mobile. We select the top trending stories for you and update them throughout the day. Moving forward, we will continue to make these stories even more relevant and personal.
Bing Rewards card: Many Bing Mobile users are also heavily engaged Bing Rewards users. To facilitate their experience, we created a new Rewards card and gave it prime real-estate. This card gives you a convenient entry point to Bing Rewards and a quick way to view your status.
Settings Card: Another common activity for users is to change their Safe Search settings. With this card, users can discover and take action quickly (see above.)
Footer Card: In the footer section, we have added “Send feedback” link. We would love to hear your feedback, thoughts and suggestions.
Source: Bing
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Microsoft’s Office Remote allows you to control presentations via your Android device
Microsoft has just released it’s Office Remote for Android productivity app on the Google Play Store, enabling users to remotely control presentations via a smartphone or tablet. This functionality extends to PowerPoint, Excel and Word so far.
To make use of the Office Remote function you must have the app installed on your smartphone that is running Android 4.0.3 or higher, the accompanying desktop client must be installed on your PC which must also have Bluetooth capability. Finally, Office Remote is only compatible with Office 2013, if you have the RT version or even an earlier version of Office then you are out of luck. Current features include:
PowerPoint:
- View current slide and laser point using touch on your smart phone
- Next slide preview
- Play and pause embedded audio and video files
- View slide thumbnails and jump to a slide
- View speaker notes on your smartphone
- View presentation timer and slide numbers
Excel:
- Change worksheets by swiping
- Use Slicers, PivotTable and Filters
- Jump to any named object in your workbook
- Move up or down the worksheet
- Change the zoom level
Word:
- Jump to headings
- Jump to comments
- Screen up/down
- Line up/down
- Change the zoom level
Just scan the QR code or click the Play Store link to install it on your smartphone or tablet.
Come comment on this article: Microsoft’s Office Remote allows you to control presentations via your Android device
Xbox 360’s latest update makes it an even better media center
For a lot of people, now that the Xbox 360 is in its twilight years it’s transforming from a gaming device to more of a media center. It makes sense then that the first update going out to the console’s preview program members is support for bigger external hard drives. Just how big? Two terabytes. Larry “Major Nelson” Hryb writes that the system won’t reserve space on your drives in advance anymore, either — if you only need 16GB for games, it’ll only use 16GB for games. However! If you already have space dedicated to Xbox 360 storage you’ll need to clear that before you can take full advantage of all that new room for game-related content. The functionality hits everyone’s consoles sometime later this year.
[Image credit: Blakkos/Flickr]
Filed under: Gaming, Home Entertainment, Storage, HD, Microsoft
Source: Major Nelson
SurveyMonkey tries to offer insight into smartphone manufacturer brand loyalty
A new survey conducted by SurveyMonkey attempts to measure brand loyalty for a variety of technology industry companies. Some of those companies include smartphone manufacturers like Apple and Samsung, with Microsoft even making an appearance. According to SurveyMonkey’s findings, Samsung managed to best Apple in terms of customer loyalty.
The industry benchmark for customer loyalty is a 19 and both Samsung and Apple managed to score higher than that, indicating consumers are ready to stick with their choices. Samsung scored a 35 while Apple scored a 28, which suggests owners of Samsung devices may be hard-pressed to make a switch to a different brand device. Meanwhile, Microsoft managed to score a -8 (yes, that is a negative number), so apparently consumers cannot wait to get rid of their Microsoft devices.
Although Samsung did better than Apple in terms of overall customer loyalty, the positions were reversed when it came to customer service satisfaction. On that scale, where the industry benchmark is 75, both Apple and Samsung fell far short with scores of 41 and 25. This seems to suggest there are a lot of unhappy people out there with Apple and Samsung devices who needed some type of support and could not get it or could not get it easily. Microsoft fared poorly in this measure as well, scoring only a 19.
Overall these companies did better than telecom and cable providers who saw all of their customer loyalty scores in the negative zone. However, AT&T, Verizon, DirecTV and Time Warner all managed to put up some better numbers when it came to customer service.
It should be no surprise that as smartphones and Internet/entertainment access increasingly become commodities that consumers feel less loyal to any particular brand. This also suggests that companies that can figure out how to offer exceptional customer service may be able to excel in such a market.
source: CNET
Come comment on this article: SurveyMonkey tries to offer insight into smartphone manufacturer brand loyalty
Vine remembers it has a Windows Phone app, finally updates it
When Vine revealed its newfound HD ambitions last week, your author wondered out loud whether the company’s long-in-the-tooth Windows Phone app was ever going to get an update again. Well, the answer is a pretty definitive yes: Vine pushed out the update earlier today, and with it comes a new look, support for Vine messaging and the ability to import videos straight from your camera. (Oh, and for those keeping count, the last time Vine updated the app was over a year ago. Seriously.)
You’ll be able to edit those clips once you’ve imported them into the app proper, too, just to make sure your six second slice of life is as heartfelt/inane/ridiculous as it truly deserves to be. None of this’ll sound terribly novel if you’ve been watching the iOS and Android versions of the app grow and develop (to wit: the importing and editing features went live for iOS users last August) but it’s nice to be reminded that Microsoft’s mobile platform isn’t completely being ignored by the app-makers that could make or break it.
Filed under: Mobile
Source: Vine

















