Edit: The MTV Multiplayer Blog now has a write up of using GH:WT drums with Rock Band too.
I’m still of the opinion that Harmonix make the most fun music software, and a lot of veteran players agree with me (except Eurogamer, who said GH3 was ‘better in every way’ than GH2, which IMO is total nonsense). However, Red Octane tend to make good hardware - personally although I own both I much prefer the Rock Band Strat to the GH3 Les Paul, but I know I’m in a minority there even among RB fans. The GH:WT drums have been getting some very good reviews, despite a few sensitivity issues which sound like they’re being addressed (Activision is going to allow you to download a PC-based software package that you can use to tweak the sensitivity on the drums, which is pretty damn cool).
Therefore, given the cross-compatibility between the instruments now - on PS3 GH:WT drums don’t work on RB2 yet but that sounds like it’s being fixed - what would be the best route for drum hardware, assuming Rock Band 2 is going to be your main choice of software? Does the cross-compatibility really work in practice, and is it the best route even if it does?
Firstly, here’s a video of someone using GH:WT drums with RB2:
Sounds like it works pretty well, the hardware is obviously good and it functions in RB2 mostly the way you’d expect. Maybe a little confusing in the mapping, since it’s designed for a different game, and it’s a real shame that only one cymbal does anything (the hi-hat); the crash cymbal doesn’t work. Also he mentions like most people that the weak point of the GH:WT drums is the pedal, since it’s plastic rather than metal like the RB2 pedal, and some people find it moves around a bit too much. I’m guessing that mods will appear for that though, just like they did for the weaknesses in the RB1 drums.
An alternative to get a comparable version of the functionality is to use the RB2 drums and mod them with cymbals. The RB2 kit has 3 cymbal inputs, and several companies produce optional add-ons (Mad Catz officially, other companies unofficially), like this (this is the official set):
The difference here is that you’ve had to buy the cymbals separately, but all 3 of them actually work with RB2 instead of just the hi-hat as with the GH:WT drums. but, of course it costs you a little extra (although that could be offset by not having to buy a pedal reinforcer since RB2’s pedal is already metal).
Personally I don’t think I’ll switch my modded drums just yet, which work well, unless they die - at which point I’ll have to consider whether to go down the RB2, GH:WT or Ion drumset path. But for those buying hardware soon, assuming RB2 being the main software you use, the pros/cons would seem to stack up like this:
| RB2 Drums | GH:WT Drums | Ion Drums | |
| Pros |
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| Cons |
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Obviously the Ion is out there on its own, but when comparing the RB2 and GH:WT kit it’s actually closer than I thought. I expected GH:WT drums to be a no-brainer, but the fact that in practice only one cymbal works with RB2, plus the fact that you’ll probably want to mod the pedal anyway, makes it a much closer race.
My conclusion - I think if you’re not the modding type, then the GH:WT drums would be a better bet out of the box - even if only one cymbal works with RB2, it’s still raised so will probably make it feel more realistic than RB2’s kit out of the box - and presumably you just hope you don’t snap the pedal (and experience with RB1 suggests some might). However, if you’re looking for more long-term and are willing to do a little modding and add the cymbals to RB2, I think the RB2 kit looks a little better, because you can get up to 3 cymbals working the way they should and the mapping from software to what you play is clearer. Also, although within the game the cymbals just duplicate the pads to retain compatibility, in the drum trainer they are all separate inputs (so a max of 8 separate inputs compared to 5 on the GHWT kit when used with RB2); kick pedal, 1 snare, 3 toms, hi-hat, crash and ride cymbals) so if you’re looking to learn how to play drums properly it’s a pretty good bet if you don’t want to splash out on a real drumkit (or the Ion). There’s also the possibility that in future Harmonix games they might start adding gameplay elements for these separate cymbals too. I think if my RB1 modded drums die, that’s what I’d go for, unless I’m feeling flush enough to go large with the Ion kit, because I don’t mind spending a little extra to mod my drums (as I’ve done already). As ever, you may prefer otherwise but hopefully this adds a little more concrete information for you to base that on.
Finally - after a lot of speculation about whether it was a mistake that a 360 advert announced that RB2 was out in the UK in November, it’s been 
I’ve been learning to play accoustic guitar for a little over a year now, and although I still dispair at overall quality of my playing sometimes, I can still acknowledge that I’ve made a lot of progress, considering I started from zero. My renditions of Stairway to Heaven, Ziggy Stardust and Wonderwall are at least recognisable, if not hugely flattering.
Looks like a
I’d actually downloaded the demo for this a while ago, but at that stage I’d been pretty short of time, and on getting frustrated with a particular section I had tossed it aside and gone with the far more immediate Geometry Wars 2 instead. But, I came back to it, and when you’re in a more relaxed state and can take the time to ponder the game, it’s actually very good. An interesting platform-puzzler with a nice central idea (the manipulation of time), very solid game design, and a nice art style. Personally I’ve yet to appreciate the genius of the narrative, which seems a little overly self-indulgent to me right now, but people have been applauding it for where it ultimately culminates so I’ll just reserve judgement on that for now. We’ve bought it anyway; it’s certainly interesting enough to justify the purchase.
I’ve never actually played a Mega Man before, and 10 minutes with this convinced me I hadn’t been missing much. Quite why Capcom would choose, in 2008 with the full glories of modern technology at their fingertips, to replicate the graphics and sound (and I use that term in the broadest possible sense, ‘poorly modulated noise’ would be more accurate) of the NES with quite so much authenticity I don’t know. I really don’t see the point of creating a new product and making it look and sound like the emulation of an old one - surely if the gameplay is that good, smoothing off a few rough edges and making the sound not shred my eardrums would not be a heresy? Next, you discover that the difficulty level is such that it makes Ghosts and Goblins look like a cake walk. I didn’t even get to the end of the first level before grinding my teeth to powder. Maybe if you grew up with the NES and Mega Man (I didn’t, the NES was never officially released in the UK and I don’t remember even the later ports of MM being very popular), maybe you’ll find this nostalgia captivating. Although to be honest, my experience of going back to old games (such as through the Wii Virtual Console) has been profound disappointment and shattered memories; it’s generally best to just remember your old games as fantastic, rather than to re-experience them, IMO. However, many reviews have said MM9 is great, so I will have to assume that someone out there likes this game. I personally found it to be a stupidly hard, annoying platform game with some of the worst graphics and sound I’ve sat through in a long time, and about as entertaining as paying someone to randomly stick a fork in my leg. But I guess there are people who are into that kind of thing too.
Oh dear. The first thing I noticed is that it makes what I thought was a fundamental set of incredibly basic demo errors, which in themselves would make me toss it away. Firstly, although the full game allows you to choose from around 10 mechs, the demo only lets you use one. Assuming there are differences that would nuance the gameplay, any developer with half a brain would imbue the demo with 2 mechs to test at least, to allow the player to see what the kind of differences might be. Secondly, the demo is limited by time - you can play for no more than about a minute before you’re kicked out, making any kind of evaluation of the game almost impossible. If this was a quality game, hobbling the demo like this would be absolute stupidity on the part of the game developer. However from what I read, the game is a bit rubbish so perhaps not letting you see much of it in the demo is a blessing. What struck me most of all in the tiny slice of time I got to experience it was that they got the scale all wrong. If you’re going to make a game about robots, they have to be big robots. The smallest one should be as big as tall as a 2-storey house, minimum. Instead, they’ve taken the bizarre decision to make the robots only slightly taller than Bob Hope, meaning that it comes across as just a poor UT3 knock-off with robot skins. Inexplicable.
Talking of nostalgia, this was fun to put on for about 10 minutes. Duke is of course basically Doom with a sense of humour, some more interesting weapons & environments, copious one-liners stolen from Evil Dead and They Live, and strippers. Certainly entertaining in short bursts, and it provoked fond memories of the deathmatch games we used to have in our youth (there were a number of hilarious pipe-bomb incidents in particular that resurfaced in my memory on seeing familiar parts of maps). But, the world has moved on - it best serves like an old family album, reminding you of the good times - so much of this kind of game relied on the technology (wow, we can look up and down, sort of!), it’s not really enough anymore to hold your interest for very long.