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Amongst much anticipation, Guitar Hero is back with a second edition. The first game wowed us with its sense of believability, that amazing feeling like you were actually playing the guitar. It was a huge success with gamers and non-gamers alike. Harmonix came through with the sequel piling on a full slate of new songs in addition to answering all the constructive criticism from my original review. First, a quick recap for those (very few) of you who are new to the series or rhythm games in general. In Guitar Hero, much like any Bemani game like Dance Dance Revolution or Beatmania, notes flow down in columns from the top of the screen to the bottom. When they reach the target zone on the bottom, you need to be holding down the correct button on the neck of the guitar and strum. Notes in the game are color coordinated to the buttons on the guitar and appear in the same order from left to right. Rhythm and hand-eye coordination are stressed to the max at higher levels, but if you put a streak of notes together, it really feels like you're playing the music.
So, Guitar Hero was a fantastic piece of work, but it was missing some key features that would have made it the premiere music game in the US. I want to go through each of those shortcomings and talk about how they've been addressed in Guitar Hero II. The biggest thing that stands out, mainly because it was the weakest part of the first game, is the massive update to the multiplayer mode. There are now three choices, including a true co-op mode that makes the whole sequel a worthwhile investment on its own. In each song, there are two playable tracks, a lead guitar and either a bass or rhythm guitar. This new co-op mode has the two players playing one of each, so they are really playing the song together instead of at the same time or against each other. Playing the alternate tracks really feels like it doubles the song list because playing the bassline in John the Fisherman is completely different than playing lead. There are also other differences in this new co-op mode. Now the players share one star power meter, and this has a few implications. The meter now rises very fast because the correctly played notes from each player contributes to the combo meter. Conversely, it's tougher because a missed note by either player will totally wipe the combo and start over. Finally, the activation of star power is linked between the two players, which means you need some form of communication between the two of you to tip the guitars at the same time. Still, once you play enough, and especially if you know the songs well, you just have a feeling when the time is right to hit star power without even saying a word. The other two multiplayer modes are nice to have around, but pale in comparison to the much needed co-op mode. Back again is the two player mode from the original, which has both players playing the same track, sometimes at the same time and sometimes alternating notes. There's also another new mode which pits the two guitarist against each other on the same track with the same notes purely for bragging rights. A couple of significant gameplay changes have been made, all for the better. I don't know if hammer-ons and pull-offs are easier now or just placed in situations that make more sense, but I find them much easier to use effectively now. As a matter of fact, I've already encountered a couple of sections where it seems impossible to get by without them. They've also added three button chords in hard and expert modes. This adds to difficulty, which on the whole is higher than the first game. To help compensate for the added difficulty, they've added a much needed practice mode. As hoped for, it allows you to play any portion of any song at any difficulty level. You can slow it down to really work on those 1400 note songs and crazy solos. Unfortunately, this is the only place where you can play more rhythm and bass lines, since those are noticeably absent from quick Play mode. There's a handful of little things that some people might not notice but don't go unappreciated. You no longer have to re-enter your name after every song in quick play, it remembers the last name entered. You can compile a list of band names for career mode and each band can change their guitarist or name at any point during their career. Each player can choose their own skill level in the multiplayer modes. No more apologizing to your significant other for "accidentally" choosing Hard instead of Easy when playing together. There's a huge page full of stats at the end of each song as well, helps you figure out where your sore spots are. Finally, there's the expected extras. New characters have been added, including Casey Lynch (Casey! You make a hot chick!). There's new lead guitar models, bass guitars, and guitar skins as well as alternate outfits for the guitarists. The stages are in new places but have the same look and feel of the original. I love the new animation that come along with the encores in career mode, things like the zombie busting out of the giant coffin before the song. Another truly incredible effect is how each and every song has synchronized effects going off in the background. I'm absolutely in love with Guitar Hero II. For me, it's the quintessential music and rhythm game on any system, in any territory. The song list is so diverse, and the control is so perfect. It's also one of the ultimate party games. We had our release party planned well in advance. It's the kind of thing that you can't help but pull out when company is over whether it's an average week night or a family gathering around the holidays. I can't wait to see what the future of the franchise will bring.
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