But Rocksmith breaks each song into dozens of bite-sized phrases and keeps track of the sections in which the player stumbles and the sections they breeze through. It uses the data to dynamically adjust how difficult to make each phrase, ramping up the areas that players find easy and making up mini-tutorials on the fly for sections in which the player has trouble.The game also comes with mini-games aimed at teaching techniques, such as note-bending (where a player plays a note that turns into another note) and sliding (a trick often used by blues musicians to create a wailing sound).
GNFfhqwhgads;4335496 said:They say you can use any guitar...
Unlike other music games, the audio wont cut out when you miss notes, nor will you be penalized for any noodling you do between the required notes. In that way, Rocksmith encourages experimentation. There are score-based elements of course, but they can be safely ignored without disrupting your experience. There is also no way to fail out of a song and no difficulty settings to adjust. Instead, Rocksmiths challenge level automatically adapts to how youre playing, throwing more notes your way as it becomes clear you can handle them.
toymachineSH;4335891 said:http://www2.gibson.com/Products/Electric-Guitars/Les-Paul/Epiphone/LP-Express.aspxThis may be the guitar that comes bundled
Magnet;4335944 said:But I think the whole game really boils down to how accurately the game can read and process the input. And when it comes to close-together notes ringing out and chords, I suspect it's going to be extremely lenient on what it counts as accurate. And the more lenient it is, the less impressive and reliable the technology is, and the less useful it will be to the player in terms of getting correct feedback from the game as a learning tool. Guess we'll just have to wait and see how advanced their technology really is.
bjyaritz;4335943 said:One question, does the Fender Squier work with this game?
Magnet;4335944 said:The part about no difficulty setting and "automatic" adjustments seems like it could be problematic. Let's say there's a song constantly switching up between an easy riff section and a troublesome group of notes and the game tries doing some automatic adjustments for me. If I can hit the easy part, then I get all of the notes shown. But if I start messing up on the hard part, is it going to remove some notes from the next easy section, which I could already hit all of the notes on? Even if it is implemented better than that, I think it'd be extremely difficult to try to learn a song when you could be shown a different grouping of notes each play-through depending on where and how much you mess up.
LunaticSoul;4335590 said:Nowadays, everything Ubisoft makes is a pile load of crap
SheSaidSheSaid;4335979 said:What in the world makes Assassin's Creed and Beyond Good & Evil "a pile load of crap" ?
tnevaker;4335948 said:that guitar will really make people appreciate the RB3 squier.
Darky_06;4336012 said:I guess if they want to sell a game bundle with an electric guitar for $200 then there has gotta be some shonkyness going down.
Magnet;4335944 said:Also, "nor will you be penalized for any noodling you do between the required notes. In that way, Rocksmith encourages experimentation." So on a song with a specific strumming pattern (say groups of 3, 4, or 5 notes), instead of doing the pattern, you can just strum straight through, ignoring the pattern entirely with no penalty?
Galexio;4336050 said:I'll cite (http://www.scorehero.com/forum/viewtopic.php?p=1715111#1715111).Guitar tracks might be applied rather than 2-channel stereo tracks, since game is advertised to have guitar effects.