Posted: Mon., Oct. 20, 2008, 2:31pm PT

Rock Revolution

 (Rated T. $30-$50 (game); $130 (with drum kit).)

'Rock Revolution'
'Rock Revolution' allows players to record and mix one's own music in a separate 'Studio' mode - you can invent music and play it back.

A Konami presentation of a game developed by Zoe Mode and HB Studios for the DS, PlayStation 3, Xbox 360 and Wii. Reviewed on Xbox 360.
 
It's no surprise that Konami, the originator of peripheral-based rhythm gaming, is jumping into the fray against "Guitar Hero" and "Rock Band." What's unexpected is that the move is being made so late and with such a disappointing entry as "Rock Revolution." Konami's "Dance Dance Revolution" and its foot stomping pad were ground-breaking; "Rock Revolution" is overly complex where it should be simple and soulless where it should be rich. This revolution has little chance of overthrowing the genre's kings.

Although "Rock Revolution," which lacks a singing component, is compatible with instrument peripherals from the two market leaders, its distinguishing feature is an original drum kit (available in November). With six quiet, springy drum pads to "Rock Band's" four, it looks promising for wannabe Neil Pearts, but the execution is awkward and impractical.

The game recommends -- and its note layout requires -- players to drum with hands crossed for an "authentic drumming experience." It's a nice idea for those who want the type of instrumental challenge that "Guitar Hero" also offers. However, the too-small drum pads are difficult to hit, and players are more likely to whack themselves and the pads' plastic edges more often than they hit the note.

While the onscreen interface mimics the scrolling notes used in "Guitar Hero" and "Rock Band," "Rock Revolution" has a few particulars that work poorly. The drum's foot pedal, indicated by a long bar in "Rock Band," is signaled here by an oddly-shaped orange note that sits alongside the beats to be played. It's not visually intuitive and, to make matters worse, the missed note sound cue is rather percussive on its own, making it difficult to tell success from failure.

There's also the bizarre addition of "poison notes" that guitar players have to avoid hitting. They're placed in completely logical locations for real notes and feel like punishment for those who are getting into the rhythm instead of paying attention to subtle visual clues. This type of stereotypical videogame element prevents immersion in the rock-fantasy experience that gives the genre its appeal.

Rhythm games live and die by their song lists, and "Rock Revolution" fails to distinguish itself here as well. The 41 included tracks range from socially sanctioned "classics" ("Blitzkrieg Bop" again?) to generic top-40 corporate rock (Fall-Out Boy, Papa Roach). What's more, they're all covers, and are only passable at best.

Moreover, the game lacks stylistic flair -- the selectable characters are generic and the venues feel basic and hollow, meaning the sense of progression from garage-band newbie to rock god just isn't there.

"Rock Revolution's" one interesting feature is the ability to record and mix one's own music in a separate "studio" mode, where players will probably enjoy themselves more than in the main game. It'd be even better if players were able to turn the songs they create into playable levels, as will be possible with a similar feature in the upcoming "Guitar Hero: World Tour," but inventing music and playing it back is a neat perk here.

Perhaps not coincidentally, "Rock Revolution's" packaging features the same blue glow and rocker-silhouette motif as "Rock Band." That makes "Revolution" look like a generic -- if not cheap -- knockoff , and sadly, that's exactly what it is.


 

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Date in print: Tue., Oct. 21, 2008, Gotham


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Rock Revolution - Mon., Oct. 20, 2008, 2:31pm PT



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