Briefly: We’re so freaking excited to get our hands on the NES Classic Edition. Josh has already gone hands on with this Holiday season’s hottest new console (and loved it, naturally), while the rest of us peasants will need to get in line on November 11th to pick one up.

One of the only complaints that we’ve been (constantly) reading about the Classic is its lack of wireless controllers. Sure, it’s more authentic with wires, and probably (definitely) keeps the cost of the thing down, but we’ve been spoiled by wireless controllers for years and we want them here too, damnit.

Thankfully, Nyko has the answer with the Minibus for NES Classic Edition. The controller comes in at a cool $19.99USD (compared to $9.99 for its Nintendo brethren), and brings with it the space-aged ability to play up to 30 feet away from the console.

If the $19.99 is a little rich for your blood, $9.99 will net you the Extend Link for NES Classic Edition, which is a simple extension cord that adds 6 feet to your existing NES Classic edition controllers.

Both items will be available alongside the NES Classic Edition when it launches on November 11th, and… November 11th simply can’t come soon enough.

nyko

From the beginning, the mini-games were the star of the Mario Party series. Oftentimes, the board game aspect would just be a formality in between that moment where you were waiting to gang up on that guy who’s three stars ahead of everyone else, removing most of the luck from the equation. When Mario Party Star Rush was revealed to cut out most of the waiting, allowing everyone to act at the same time, it was a needed step in the right direction. This is taken a step further in Coinathlon, an extra mode that’s all about the mini games. We got a chance to try out the game and see how crazy things can get when the restrictions get thrown out the door.

Rather than move your characters with a traditional dice roll, Coinathlon is all about skill. Choosing from a pool of about three mini games, each of its boards have a certain amount of spaces that the character moves depending on how many coins they collect during the mini-games. The first player to circle the board a certain amount of times wins, while each player tries their best to sabotage their competition in a way that’s very similar to Nintendo’s popular kart racing game.

From activities ranging from hammering enemies on a set path, fishing for golden Cheep-Cheeps, and avoiding obstacles that slow you down with nothing but your reflexes, these games can get hectic pretty quick. To make things worse, after a player achieves enough success, a meter charges that lets them unleash a random weapon attack on a random opponent. Finally making the Blooper useful, the squid can ink an opponent’s screen, obstructing their view. Other items can stun, slow down or confuse opponents, hopefully leading to them falling further behind in your quest for board game supremacy.

To make things a little more fair between the skilled vs. the newbies, these games will begin to get more difficult for players who are closer to the finish line. Of course, if that player is REALLY good, this gives them the chance to rake in the coins even faster, leading to an ensured victory. This high risk, high reward style ramps up the stakes in a way that builds real tension when you’re close to winning, making the slightest mistake mean so much more. It truly has the potential to be some of the most fun I’ve had with the games in a long time, especially when you consider that this mode is one of the ways four players can get together and play with just one copy of the game.

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And of course, we can’t forget the new amiibo that are launching alongside the game. With Wario and Boo being two highlights, we’re going to have to find more shelf space to give these guys the space they deserve. Especially Boo, who glows in the dark.

Mario Party Star Rush does away with the shared car and the wait in between turns and replaces it with the most fast paced version of the game to date. Is this enough to get you to join the party one more time? Share your thoughts with us in the comments, and check out the amiibo in action courtesy of the game’s latest trailer!

Since it was announced, one of the most anticipated gaming products this holiday season has been the NES Classic Edition. As a literal blast from the past, this mini console comes pre-loaded with 30 games from years past, including games from the Super Mario Bros., Legend of Zelda and Final Fantasy. Packaged with an HDMI cable for modern TV’s and capture devices, it looks to deliver a way to bring classic gaming into the modern era with ease.

Once I got the chance to sit down and actually play with it, the late 80’s came rushing back, as if the time where controllers only had two buttons and 1080P was replaced with 8-Bits never left. Playing the classic Castlevania, the emulation was picture perfect, fitting just right with these modern HDTV’s. The controller felt lighter than I remember, with the same rectangular block so many of us grew up with, to the point where it feels awfully weird not to have shoulder buttons anymore. That didn’t keep me from slaying Dracula’s worst minions with ease, but making the switch after so many years definitely takes a slight mental adjustment.

For those who want to switch up their viewing experience, the unit will have three different aspect ratios to choose from while playing. The standard mode is a pixel perfect recreation of the old days of gaming, meaning there will be a ton of empty space towards the left and right side. If you want to make sure no space is wasted, you can opt for the full screen option in exchange for some stretched out models, or an in between mode that keeps the characters more proportioned while using up more of the screen.

Using an AC adapter that can plug in to either a wall socket or a USB charger, you should never have trouble finding a place to power the thing. Keeping in mind how many games that the $59.99 price point gets you, I can see this being the perfect travel companion when you’re traveling to a hotel, a friend’s place, or if you just want to show off the mini console. Throw in the fact that the controller works as a Classic Controller for Wii and Wii U Virtual Console games means you’ll get even more mileage out of your purchase.

What games are you most looking forward to re-playing, and will you be with us in line when the unit releases on November 11? Share your thoughts below!

WARNING: Light spoilers for the beginning of the game. Turn away now if you want to go in blind.

 

With 2016 winding down, it looks like the 3DS s looking to send off the year with a bang in the form of Pokemon Sun and Pokemon Moon, the next set of mainline games that are scheduled to release on November 18th. Across nearly a year of trailers, teases and rampant speculation, we finally got a chance to try the beginning of the full game, all while having some of our most burning questions answered. From what we’ve played, the games are shaping up to be some of the most ambitious titles yet, doing away with many series staples in order to give them their own identity, all while opening up more than a few new questions in the process. With that game time under our belts, here’s what we’ve learned, (and what we didn’t), during its first 30 minutes.

These game will be much more story focused.

A persistent complaint across nearly every Pokemon game was its basic level of storytelling. Somewhat forgiven in the early days since the audience didn’t expect much from a Game Boy or Game Boy Color game, future entries seemed to actually regress in their depth of storytelling, to the point where fighting the newest team or collecting a new set of badges felt more like a chore in between better Pokemon than a fulfilling part of the game. Black and White broke away from this trend, but fell right back into it with its sequels, and to a lesser extent, Pokemon X and Y. From the early portions of Sun, it wastes no time upping the stakes, involving Pokemon and people alike in a much more dangerous situation than previously encountered. As your character protects a mysterious creature, (which we’ll talk about more below), from being assaulted by a flock of Spearow, the bridge they’re on collapses, resulting in what would have been a REALLY short game if it wasn’t for Tapu Koko, the island’s guardian, swooping down and rescuing you at the last second.

This is all before you pick your Starter.

What’s Lillie’s relationship with the Ultra Beasts? And what’s in her bag?

From the moment the Ultra Beasts were revealed, fans quickly linked the first one’s appearance to Lillie, Professor Kukui’s assistant. In case that theory needed any more fuel to add to the fire, the whole bridge incident I mentioned above began when the creature in Lillie’s bag broke out for some fresh air, only to be assaulted by a flock of Spearows. If you’re wondering what’s so weird about a person accompanying a creature in a world full of weird beasts, it’s because Nebby as it was called, was not a Pokemon. It was not in a ball like almost every Pokemon carried by the main cast throughout the main line games, it didn’t fight back when attacked, and it seemed completely helpless. Since it’s being made very clear that Ultra Beasts are separate from traditional Pokemon, what else could Nebby be? My guess is that Lillie’s relationship to Nebby, the Ultra Beasts, and the Aether Foundation’s need to study them will all be major plot points throughout the game’s story.

HMs are dead, but what about the moves themselves?

As reported previously, Pokemon is FINALLY doing away with the dreaded HM, moves that were needed to progress outside of battle while taking up a valuable move slot with an attack that was usually useless in combat. Rather than carrying around one or two useless Pokemon to have these moves in your inventory, your character will now be able to call on Ride Pokemon for these tasks. Using a pager straight out of 1996, players will call on helpers such as Tauros, Charizard and Sharpedo to navigate the field.

Yes, this is a step in the right direction for sure, but among the awful moves were accurate, yet powerful moves like Surf, or the physical Waterfall that remained popular in regular battles. Will those moves be making a return in the form of standard TMs? Unfortunately, this might not be the case. While it was confirmed that those moves will still be attached to any Pokemon you transfer over from Pokemon Bank that knows them, (meaning you should be able to breed them onto new Pokemon), it could not be confirmed if we’ll just be able to teach them the moves if we want to.

Alola has no gyms, but might gyms make an appearance anyway?

Recent news has also revealed that as speculated, the Island Trials, where trainers have to complete unique tasks before fighting powerful Totem Pokemon and the Island Kahuna, will replace the traditional eight gyms that measured your progress. Considering there are only four islands, it makes us wonder what else will change in between, since the game obviously won’t just end when you complete four challenges. With the inclusion of two potential rival teams in Team Skull and The Aether Foundation, the Zygarde side quests and the Ultra Beasts, signs are pointing to the surrounding narrative being even more important than fighting to be the very best this time around.

But then again, that’s not to say that gyms aren’t involved at all. At the start of the game, Professor Kukui makes a comment about just returning from visiting Kanto, only to get beaten pretty badly by the Gym Leaders of old. Sure, this has been hinted at in previous games, resulting in a whole lot of nothing each time, but considering how much of an overhaul the game has received since the last time we visited the region, the fact that your character is originally from Kanto, and the huge focus on the original 151 Pokemon with all the new Alola Forms, it wouldn’t be too crazy to imagine taking a trip to Pallet Town once again.

Original Forms of Alola Pokemon can be found… Kind of. And what happens when they breed!?

The first thing I noticed when the game fired up was an Alolan Meowth in your room. Yet, in the living room, a standard Meowth is hanging out with your mother. Naturally, this led me to ask whether or not the original forms could be found throughout Sun and Moon.

It was confirmed that they CANNOT, and the only reason why a regular Meowth was in your house was because it was brought over from Kanto during the family move. Following the trail further, I asked what would happen if you breed a Kanto version in Alola. Would the egg hatch as an Alolan form? Unfortunately, we have no idea! This question remains one of the mysteries heading into the full release, and likely won’t be discovered until we get the chance to test it ourselves. For now, I would suggest breeding your best classic Pokemon in the old games before transferring them over until we receive final confirmation.

Pokemon truly are your partners this time.

In every other previous game, your starter Pokemon was gifted to you by the game’s professor. Considering new mechanics like Z-Moves and Greninja’s Battle Bond ability are directly tied to the bonds the Pokemon holds with the trainer, it’s no surprise that this connection seems to play a much bigger role in Sun and Moon. With this bond often said but not seen, Alola shows it when you receive your first Pokemon in a much different manner than in previous games.

Rather than being locked in their Poke Balls, Rowlett, Litten and Popplio are each lined up in front of you, waiting for you to make your decision. Yet, you’re not the only one with a say in the matter, because once the Pokemon is chosen, it then has to choose you in return. Standing across from each other like the thrilling, climactic final scene from Air Bud, the Pokemon has to decide whether or not they feel a strong enough bond with you to accept your choice. This type of freedom for the Pokemon themselves would make Team Plasma proud! Oh, and speaking of…

Sun and Moon will likely surpass Black and White as the most polarizing games in the series.

Once I had time to absorb everything that I had played and what we’ve learned so far about the games, one thing seemed abundantly clear to me. Sun and Moon have the real potential to be the most polarizing entries in the series to date. The last time a generation approached the games in such a drastically different way, we ended up with Black and White, which scrapped all previous Pokemon for an original set 0f 150 until after the game was completed, had the biggest focus on story compared to its predecessors, made Gym Leaders mean more than bosses, and bad guys that weren’t one dimensional. As a response to the huge shake up in the roster however, (among other more technical complaints), people seem to either love or hate the fifth generation with very little middle ground.

For every change that will be universally adored, (like the full range of 3D motion and how much more fluid the game looks and plays because of it, some of Sun and Moon‘s bold changes are so drastic, that they’re almost sure to divide the fanbase to an extent. Z-Moves, Alolan Forms rather than new Pokemon, Bottle Caps that instantly raise the IV stats of a Pokemon, making what took hours of work now take what can be a matter of minutes, displaying the weaknesses and resistances on the battle screen to make an easy game much easier, and the removal of series staples like gyms are just some of the ways these games are taking huge risks. From what we’ve played so far though, it seems like they’re paying off.

Briefly: Last week, Nintendo and Niantic delayed the global launch of Pokémon GO amidst major, consistent server issues that players have been experience due to GO being one of the biggest mobile (and potentially gaming in general) launches of all time.

Since then, the game has slowly been rolling out to new, mostly European countries (sorry, Japan and Canada), culminating with a launch in 26 new countries early this morning. It also appears that the game’s servers have been down all morning, with most players blaming the outage on the gigantic expansion of the game’s availability.

Apparently, this may not be the case, as hacker group PoodleCorp has taken to Twitter to take credit for the ongoing outage.

https://twitter.com/PoodleCorp/status/754298236093857792

They noted that this attack “Just was a lil test, we will do something on a larger scale soon.”

https://twitter.com/xotehpoodle/status/754329907300339712

It’s tough to tell whether this was a true attack, or just another server failure (as has been all too common with Pokémon GO since its launch), but with nobody able to log in, and for such a long time, there’s definitely something different about this outage.

Bastards. What are we supposed to do with this warm Summer day now!?

Are you playing Pokémon GO? Of course you are. What’s been your best catch so far?

Briefly: Sorry, world.

While seemingly every single person populating the US, Australia, and New Zealand has been playing Pokémon GO non-stop for nearly a week a this point, the rest of the planet (including the Great White North, where I’m situated) has been waiting (im)patiently for the unbelievably anticipated title to hit their respective App and Google Play stores.

While Niantic was originally planning to roll the title out to additional regions in the days following its soft launch, it now sounds like it could be some time before Canada, Europe, and even Japan (well, and everywhere else) will be able to start their new addiction.

In an interview with Business Insider, Niantic CEO John Hanke let the outlet know that the expansion of the game has been “paused until we’re comfortable.”

While the game’s reliability has been constantly improving, errors, crashes, and server outages are still consistent problems at peak times (and it seems like it’s always a peak time).

I don’t think that Nintendo or Niantic could have guessed the absolute phenomenon that they now have on their hands (Hanke stated that “We thought the game would be popular, but it obviously struck a nerve,”) so the server problems that have plagued the online-only game aren’t surprising whatsoever. Hell, I’m playing in a country where the game hasn’t launched yet (which isn’t overly hard to do), and I witnessed 50-75 players rush to a Lure Module placed a couple of blocks from my house. I have never seen anything like this before.

What have you thought of Pokémon GO so far? Do you agree with Josh’s initial impressions? Be sure to sound out in the comments below! #TeamValor!

Briefly: While Josh’s in-depth look at Niantic’s Pokémon GO made us wary at just how much fun the addicting-looking title may actually be, it appears that it won’t be long now before you can download the game yourself and draw your own conclusions about it.

That’s right. Pokémon GO has finally begun to roll out on the iOS App Store, as well as Google Play. Currently the game is only available for download in the always-first Australia and New Zealand regions, but that mean’s that it won’t be long before North Americans, Europeans and the like will be able to throw their first Pokéballs too.

As a previously avid player of Niantic’s Ingress, I was beyond excited when the company announced Pokémon GO. As Josh mentioned, the positives far outweigh the negatives, but just don’t expect a full Pokémon experience.

Honestly, I’m terrified for my relationships and my phone’s battery at this point, and I’m stoked to be headed down to San Diego in just over a week, where I should see an entirely different assortment on Pokémon than I will in my Vancouver homeland.

Are you excited for Pokémon GO? Be sure to sound out in the comments below! If you’re in Australia or New Zealand, you can click here to download the game on iOS, and here for Android!

Pokemon GO Screen 4

Note: This preview is based on the most recent beta version of the game and may not represent the final product.

Despite being a huge Pokemon fan dating back to its North American debut in 1998, I’ve been very skeptical of Pokemon GO since its announcement. In the midst of the public’s seemingly universal excitement, I remember being left with more questions than answers. How would battles work? Is this going to drain your data usage? And how will the dreaded in-app purchases convince us to spend a few dollars here and there to catch that one Pokemon that continues to allude us? After playing the latest beta version of the game ahead of its rumored July release, I found the answers I was looking for. Make no mistake about it, Pokemon GO is a blast to play as long as you keep your expectations in check.

Much like the core games, you take up the role of a Pokemon Trainer who is tasked with filling your Pokedex by catching all of the Pokemon you come across. After being introduced to an unseen professor, you’ll create your character from a small range of customization options, (which I’m hoping will be increased in the final version, lest we have the majority of trainers looking nearly identical), be given a package of Poke Balls, and be on your way.

Using your phone’s GPS, built in fitness app and location tracking, your surroundings become your real life Pokemon world. Promising that terrains in real life would host Pokemon that you’d expect to see in these environments, living in the hot, dry areas of Southern California resulted in me finding numerous Rock, Fire and Ground Pokemon almost immediately. From the Onix that was right outside my doorstep, to the Vulpix and Growlithe around the block, the game didn’t hold out on the amount of popular characters they were willing to give me from the start. Limited to the first 150 Pokemon from the original Red and Blue games, it never took long to encounter a childhood favorite.

Pokemon GO Screen 3

Pokemon encounters brought to life thanks to your phone’s camera inserting them into your surroundings.

To verify whether or not terrains really did matter, I took the game with me on a hike to the local park, expecting to find many of the forest bugs and mice that typically call these areas their home. Once there, results were mixed. While there was a definite shift in the frequency I was encountering some Pokemon, (such as being surrounded by Spearow and Tauros constantly), the Rattatas and Pidgeys I was constantly encountering in the city were very much a common sight here. Even more confusing was aside from frequent run-ins with Paras, there was not a bug to be found with the exception of one Weedle that was too far to chase down. In fact, I saw more Caterpie silhouettes on my way to the park than the park itself. Could the park be considered a similar terrain compared to the city? Or was I having a bad string of luck? I haven’t had a chance to test the game in vastly different areas like the beach, but aside from a random Omanyte I found in the street, I didn’t encounter a water Pokemon the entire time I played, so I’m guessing there’s some credence to the area making a difference. Either way, I can’t complain about the park too much when I found a Pikachu there.

With so many Pokemon to catch, what happens when you need more Poke Balls to catch them with? The boring solution would be to buy some at the store with in-game currency that the professor was kind enough to give me. In addition to Lucky Eggs, which grant more Trainer experience for winning battles or catching Pokemon over a certain amount of time, (your character is the only one who levels up in a traditional sense), Pokemon attracting Incense, bag and Pokemon storage upgrades, and a Lure Patch, that calls monsters to designated Poke Stops, (certain landmarks, art pieces or points of interest marked on the map), packs of 20 or 100 Poke Balls can be snatched up for a cheap price. Whether or not you’ll be able to continuously gather money or if you’ll eventually have to pay real cash for these goods in the final game is unknown, but as far as I can tell, you’ll never have to pony up for Poke Balls if you’re willing to put some work into it.

On the subject of Poke Stops, these marked areas are where you’re going to find all of the free items you need. By walking up to these spots, tapping them on your phone when they’re in your vicinity will grant you a set of random items, which almost always include Poke Balls. From Revives, Potions, stronger capture devices like Great and Ultra Balls, and even eggs that you can hatch, (given that you have an egg incubator to put them in and are willing to walk five kilometers each). These stops were my favorite features of the game, since they encourage you to walk around and explore your surroundings, giving new meaning to the statues and murals I walk by on a daily basis without giving a second to.

Pokemon GO Screen 5

Trust me, you’ll be thankful that these sites refresh after a few minutes for return trips too, because catching Pokemon can be a real pain sometimes. Once you encounter a Pokemon, (which you’ll find in odd places, like my Diglett on a shelf of Nutella), there’s no way to battle with them or weaken then. Instead, you’re handed your stash of Poke Balls and have to swipe your screen to throw them. Your aim counts here, so if you miss, say goodbye to your Poke Ball. Holding your throw and waiting for a fluctuating circle around your target results in a “Nice” catch, which gives you a small experience boost if you’re successful, but I didn’t find that it helped with the actual capture rate. Because you see, some of the Pokemon are insanely frustrating to catch, and often with no rhyme or reason. Rare Pokemon that I would expect to be difficult to find, like Hitmonchan, were caught within a few attempts. Zubat on the other hand, which is everywhere all the time, (which is odd that a bat would be out in 90 degree weather on a sunny day in the city, but I digress), broke out of 30 Poke Balls before I finally claimed it. *30*! It doesn’t help that they can occasionally attack, (which makes them unable to catch throughout the animation,) jump to throw off your aim, or flat out run away, wasting all of your previous effort. When you do land a difficult catch however, it’s a highly rewarding experience.

So once you’ve caught a strong roster, it’s time to challenge the gyms. Each gym is similar to a Poke Stop, which is usually set in a highly populated landmark. As mentioned before, Pokemon can’t be leveled up in the traditional sense, but each one starts off with a certain CP level, which is a measure of their strength. Using Stardust and Pokemon Candy, the latter of which is specific to particular Pokemon, (i.e. Pidgey candy for the entire Pidgey line), you can raise their power so they can stand more of a fighting chance. Candy is also the only way to evolve Pokemon, which is easily the most tedious section of the game. They need A LOT of candy to evolve, with each catch typically giving you a single piece. Duplicate Pokemon can be released to the professor in exchange for another piece, but it doesn’t do much to help the annoyance. Using Pidgey as an example again, it needs 25 pieces to evolve into Pidgeotto. At worst, that’s 13 Pidgey’s that you need to catch while releasing 12 of them for one evolution. Now take that and imagine Sandshrew for example, which is harder to find and needs 50 pieces to evolve. Having to catch so many for a simple evolution for the most basic Pokemon is insane, and I really hope the requirement is balanced out more in the final version.

Pokemon GO Screen 2

Good luck ever seeing an evolution in action.

Once at the gym, you have the option to either join it, where you’ll drop off the Pokemon of your choice and temporarily lose for as long as it’s stored in exchange for periodic boosts, or challenge it, where you fight a string of trainers who have claimed it as theirs for some big EXP rewards. Once you start battling however… You’ll find where Pokemon GO‘s biggest weakness lies. Each Pokemon only has two attacks, a basic attack and a super attack. Your basic move is used by tapping your Pokemon like crazy, so you can keep spamming your attack for huge damage. There were even cases where I would win battles against enemies that were much stronger simply because I tapped like a madman, which is not very fair, even if I came out victorious. Once your super meter is full, you’ll hold your finger on your chosen battler for about a second to unleash their stronger super attack, which deals much more damage, but can only be used sparingly. I never expected anything deep, but if you were going into this expecting battles that rivaled the main games, you’re going to be disappointed. At the very least, the type match ups and all 18 types are represented, which is further than I thought the game would go to be honest.

Pokemon GO Screen 4

Outside of the battles and frustrating catch rates however, are a series of smaller issues that add up to become pretty big annoyances. The need to have your app open for anything to register is annoying, especially when out on long walks. It doesn’t make sense to me that the game reads off of your fitness app to help track steps, but your eggs won’t come closer to hatching unless the app is on while you’re walking. Couple that with the annoying music, which is on an infinite 30 second loop and can’t be turned off without shutting your volume down completely, you’re left with either trying to listen to your music or podcasts mixing in with the game’s soundtrack, or walking in silence, making your trip much more dull. Once the Pokemon GO Plus accessory is released, this problem will be solved for catching Pokemon, but it won’t do anything when it comes to the eggs. You can’t even leave it on in the background, move your phone into landscape mode, or lock your phone while it’s running, since chances are the game will crash when you try to load it back up. While we’re talking about sound, many of the classic Pokemon jingles are either missing, or sound off. I’m not sure if this was a design choice, or if Go couldn’t license the official music for some reason, but it’s noticeable for longtime fans such as myself.

But most concerning, is that the game completely stops working when outside of a service area. While this brings up a whole separate issue for people who aren’t fortunate enough to live in a large, connected area such as myself, even I ran into areas in the park where visible Pokemon and Poke Stops became unusable because the area couldn’t receive reception. What’s going to happen at beaches, which are notorious for dropping signals? Or hiking trails like mine? It’s weird, because the game is still placing objects in these areas, expecting people to be able to use them. So what’s going to happen when some locations render parts of the game useless?

Pokemon GO Screen 1

Knowing this, the positives far outweigh the negative as long as you’re not expecting a full Pokemon experience. The game may eat through your battery, but is surprisingly light on the data usage, going up less than a half a gig for a week of constant use. With that concern out of the way, knowing that items are easily accessible for free, you’ll never be short on new Pokemon to discover, and that the app actively encourages you to explore your surroundings, I’m excited to check out the full version when it releases. Is it perfect? No. But let’s hope the main game irons out some of these issues and leaves us with a brand new way to experience the world of Pokemon.

As a huge fan of rhythm games, even I was exhausted from the constant Guitar Hero releases in the mid to late 2000’s. Between GH and rival series, Rock Band, the over saturation of a suddenly hot genre led to both series’ fading away as quickly as they rose to prominence. While the good folks at Harmonix seem to be playing it safe with their next effort, complete with backwards compatible instruments on Xbox and nearly their entire back catalog available as DLC, the team at FreeStyleGames, (primarily known for their DJ Hero games and Sing Party for Wii U,) is going back to basics. With a brand new, six button guitar, an original interface that uses real, first person stage footage for certain shows, and a total revamp of the traditional playlist, Live surprised me with the drastic shift its taken compared to its previously successful formula.

Starting with the guitar, if you’re expecting five colored buttons, you’re going to be in for a shock. The only frets this time around are six buttons at the top of the neck, three that go sideways and three more right under them. To say it’s an adjustment to play is an understatement, since even a Guitar Hero veteran like myself was having trouble with even the most basic songs. Thankfully, Star Power, (now called Hero Powers,) was still there to bail me out after hitting a series of particular notes in succession. In terms of the core game play though, it’s about what you would expect. Adding a fret-less strum, as well as single and double frets for a total of 10 possible inputs, difficult songs can get very complicated. My only complaint with the new set up is would be that hitting double frets, (holding the top and bottom buttons on the same column,) took special effort, not feeling intuitive at all. Then again, it will probably take more than 10 minutes to get used to the guitar, so maybe I just suck. We’ll reserve final judgement for now.

Guitar Hero Live E3 Screen 3

Consisting of two main modes of play, the equivalent to a career section would be the Live Mode. Taking place in first person, you’re tasked with touring with a band, performing whatever songs are on your crew’s set list. The crowd responds to your performance in real time, so what might start as cheering  can quickly turn into a sea of insulting signs, trash thrown on stage, and a verbal lashing from your band mates. As you’d expect, progressing leads to new songs and venues, but this time, with the intention of creating an authentic on-stage experience.

TV Mode on the other hand, can’t really be compared to any other modes of play. Consisting of three sub modes, (or channels in this case,) which consist of a themed channel that cycles different genres, a new music channel that rotates the game’s newest releases, and premium channels, sections where you’ll play special sets. The first two modes constantly change, going through a one hour rotation before the set lists change, keeping new music flowing at a constant basis. Premium on the other hand, isn’t just a title, since some will use never before on stage footage from the actual band that the challenge is based around. As in, footage which was recorded during their performances in first person just for this game!

Guitar Hero Live E3 Screen 1

In these modes, the game is always running, even when you’re not around. Songs continue to play on each channel, and selecting them through TV will throw you into the song at whatever point it’s at when you start. As you perform, you’ll be automatically thrown into matchmaking and compared to other players who play at a similar level. Scoring high, reaching certain combo goals, (which is much easier to see thanks to the glowing notes that signify each multiple of 50,) and completing other challenges unlocks more EXP and bonuses, with even more content being offered at the Premium section.

Speaking of, knowing how much potential Premium holds, the game is also going to make you work for the right to play it. Premium challenges can only be played by spending in game currency that’s earned through other modes. All of the game’s newest content will be debuted on this channel, so any new DLC will likely be centered around a specific band or theme, forcing players to go head to head at songs no one has played before. Serving as the mode that yields the most unlockable content, highest EXP bonuses and exclusive, timed items, the devs want you to constantly check in to see what new challenges await. After all, once some of these in game items are gone, they’re gone for good, and WILL NOT be sold as future DLC, so you might want to make sure your guitar skills are up to snuff when the time comes around.

Guitar Hero Live E3 Screen 2

As EXP is earned, it can be used to customize your equipment, unlock new note highway designs, and even obtain other Hero Powers. With it’s current system, you’ll be able to adjust the game to cater to your play style, so if you want your guitar to earn more points per note, carry more Hero Power, raise its maximum multiplier or reach higher multipliers with fewer notes, it’s all yours to upgrade! How this will affect online matches is unknown, but we trust that there will be a level of balancing included when the final game releases. Outside of game play, special channels will open up that features music and genres that you tend to play most often, so you’ll rarely be stuck playing songs you don’t like! It’s clear that this could be the most customizable rhythm game to date, which we’re very excited about!

Now, to the most controversial part of what makes Guitar Hero Live stand out. The good news is that you will never have to pay a dime for DLC. After it debuts in the Premium Channel, the newest songs will eventually be cycled through the normal channels, depending on genre and band like the normal songs. But what if you don’t want to play randomized channels and want to play whatever songs you want on demand? This is where the pay wall comes in. During normal progression, you’ll unlock a separate currency called Plays. Each Play can be exchanged for the right to play any song, DLC or otherwise, at your choosing, including customizing a playlist in exchange for multiple Plays. If you run out however, you’ll have to pay out of pocket for more. And what about those times where you have a group over who wants to try everything? In these cases, unlimited passes can be purchased, which give you access to the full library to play as much as you want for a limited time. New challenges cycle through on a regular basis, so there will never be a time where Plays can’t be unlocked  for free, but this might not bode well for those who want to play what they want when they want.

What I took away from my time with Guitar Hero Live is that it’s looking to be more ambitious than I ever expected it to be. With a new guitar, new note chart, fully customizable game play, some impressive on stage technology and a completely different approach on the standard DLC model, we’re excited to see what the future holds for the former franchise’s comeback tour!

Retailing at $99.99, look for Guitar Hero Live this October.