Power Gig: Rise of the Six String

Discussie in 'Algemeen' gestart door Flavourlicious, 16 mrt 2010.

  1. Flavourlicious

    Flavourlicious Game Developer Moderator Redacteur

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    [​IMG]

    [gb]Power Gig: Rise of the Six String[/gb]


    Ontwikkelaar: Seven45 Studios
    Uitgever: Seven45 Studios
    Genre: Music
    Platform(s): Xbox 360 & PS3
    Spelers: ?
    Opties: Spelen met een echte 6-string gitaar
    Releasedatum: Rocktober 2010
    Officiële Website: http://www.powergig.com/
    XBW Gamepage: Not yet


    [gb]Informatie=(/gb]

    Ontwikkelaar Seven45 Studios heeft zijn muziekgame Power Gig: Rise of the SixString aangekondigd voor Xbox 360 en PlayStation 3. Het spel zal worden geleverd met een gitaarcontroller met zes snaren. Seven45 Studios hoopt hiermee het muziekgenre een nieuwe impuls te geven.

    De nieuwe gitaarcontroller zal net zo makkelijk te biedenen zijn als de huidige gitaarcontrollers met knopjes, maar biedt veel meer mogelijkheden voor wie de basis onder de knie heeft.

    Daarnaast komt de manier van speler veel dichter in de buurt van een echte gitaar. De gitaar kan ook in een normale versterker geplugd worden en gebruikt worden als een functionerende elektrische gitaar.

    Vingersetting

    De controller herkent input van de speler over de gehele gitaar. In de makkelijkste spelmodus hoeven de snaren alleen op het juiste moment te worden aangeslagen, terwijl bij de serieuzere instellingen ook de juiste akkoorden gespeeld moeten worden. Hierbij is de plaatsing van de vingers op de hals van belang.

    "Power Gig hoopt de wensen van al die gamers te beantwoorden die hun bandgames naar een nieuw niveau wilden hebben. We zijn er zeker van dat de transitie van de bestaande games [naar Power Gig] tegelijk naadloos als opwindend zal zijn", zegt Bernard Chiu, CEO van Seven45 Studios.

    Meer:

    Seven45 Studios’ band game Power Gig: Rise of the SixString, has been given an October release, and not only that, but the studio’s announced that Eric Clapton, Dave Matthews Band, and Kid Rock will be exclusive to it.

    The firm has also revealed its new AirStrike Drum Controller peripheral, which looks interesting to say the least.

    The AirStrike drum controller has two drumsticks and a small unit that rests by one’s feet that features a technology that can “differentiate the right drumstick from the left”, allowing players to play “more true-to-life than the drum game peripherals already on the market”.

    “We know that people may be skeptical of the AirStrike drums at first glance when they see there’s no actual drums and can’t understand how that’s a match to our SixString guitar which is a fully-functioning electric guitar,” said Seven45 Studios CEO, Bernard Chiu.

    “But we also know that as soon as people sit down to play it, they are going to see how much more real and authentic it feels to be moving much the same way true drummers do when they play, without the limits of the drum kits already on the market. Just like our guitars, the AirStrike drums are a step forward for authenticity in the band game genre.”

    Power Gig: Rise of the Six String was announced earlier in the year and what makes it standout from other games in the music genre, is that its peripherals are actual playable instruments.

    The guitar, called the Six String is an electric guitar that recognizes the player’s fingers on the strings during game mode, which incorporates cues like you would see in any other music game.

    When not playing the “game”, you can plus the instrument into an amp and rock out like with any other electric guitar.

    All of Power Gig’s instrument peripherals are compatible with the major music videogames currently available, and will be playable at E3 along with a microphone peripheral.


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    [gb]Meer screenshots=(/gb]

    Instrumenten:

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    Ingame:

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    [gb]Trailers=(/gb]

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    [gb]Videodagboeken en interviews=(/gb]

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    [gb]Gameplay=(/gb]





    [gb]Reviews/Previews/Artikelen=(/gb]


    Pre-E3: Eric Clapton, 'drumless' drums, and more revealed for Power Gig

    Earlier this year when Seven45 Studios revealed Power Gig: Rise of the Six String, it introduced a new concept to the world -- a music videogame that would put a real instrument into the hands of players. How? Well, by giving them a real guitar, of course.

    That's Power Gig's hook, its unique guitar peripheral that they're simply calling the "Six String." But it's unfair to call it a "controller" because that's not exactly what it is -- the six string is an actual, playable electric guitar. When in "game mode," the guitar can recognize where a player's fingers are on any of the six strings and up and down the guitars neck at any fret. Using on-screen cues not entirely dissimilar to what you might see in other music games, the game has players jamming along to songs with a real guitar in their hands. But the instrument has another neat trick up its sleeve -- you can plug it into any amplifier and use it as a fully functional electric guitar.

    At E3 this year, Seven45 will introduce another element to Power Gig, pulling together the full band experience -- drums. But it's not what you're expecting. The surprising peripheral, along with some of the game's exclusive music, was revealed at a recent pre-E3 event. Hit the jump for the first details.
    A little bit of explanation is probably in order, as I'd imagine you're thinking the same thing I was when they pulled back the curtain -- where the f**k are the drum pads? Simply put, there are none. The AirStrike drum controller is a small, wireless unit that sits on the ground; attached to it is a tiny kick pedal, as well as a secondary pedal used to trigger "mojo," Six String's version of Guitar Hero's "Star Power." The base itself features four sensors, with colors that correspond to on-screen cues on a vertically scrolling note highway.

    To play, you simply strike the air over the corresponding sensor; the special drum sticks that ship with the controller have their own sensors, which work in tandem with the base's sensors. According to Seven45, this unique set up allows players to play using proper form, as the hardware is said to be aware of which hands you're using to strike at a sensor. Secondly, because there are no physical pads, the AirStrike is entirely soundless during gameplay. It's also obscenely small and unobtrusive when compared to other drum peripherals already on the market; it could easily be slipped underneath a couch or a coffee table.
    So does it really work? Yes and no. Sitting down in front of the kit for the first time and launching into my first song, it took me a handful of measures to start figuring out the "hot spots" for the sensors to pick up my hits. Maybe more importantly, it was hard to let go and simply trust that the game controller "knew" where I was attempting to strike. And for the most part, it did, especially after making a few adjustments in my hand placement.

    Keep in mind that the hardware isn't final, but I did run into some issues where I'd hit an adjacent pad I hadn't intended to, or the sensor simply didn't seem to pick up my hit. But my biggest problem with the experience may be inherent to the very concept itself -- the lack of tactile feedback. With my sticks not landing on anything, I had no indication that I was hitting the snare, the hi-hat, the tom, or a crash cymbal. Drum rolls and other brisk movements were difficult without that much-needed bounce back. And when I was done with a session, my wrists and arms were more than a little worse for wear.
    The drums, in a way, seem to stand in stark contrast to the guitar peripheral. While one actually is the instrument that other games attempt to emulate, the other seems to do away with that most of the real experience entirely. Plus, it's human nature to want to bang on stuff with sticks… hard. I'm not sure that The Muppets' Animal would be pleased.

    The guitar on the other hand is an interesting step in the teaching direction. As a guitarist, I had little problems picking up and playing the game's medium and hard modes. The hardware I used (again, not final) was mostly responsive on my fret hand, able to pick up most of my finger movements relatively well. It was also interesting to find that the songs were charted in a way that felt relatively comfortable to me as a player; the notes all "felt" like they were in the right place, and I was even able to hit many of the notes by simply playing by ear.
    Power Gig's guitar game will also feature an advanced mode that will have you playing chords instead of single notes. Upon watching me play, a rep suggested I switch over -- I was already playing the right power chords anyhow. Unfortunately, I didn't get a chance to see it in action, as the earlier software they were demonstrating didn't seem to have the chording mode implemented properly. I hope to get a chance to try it out at E3, though; it'll be interesting to see how they can quickly communicate those chords and changes to players on the fly.
    It seems that Seven45 has already turned a few heads in the music industry with its unique take on the genre, as it's secured exclusive agreements with musicians who have previously turned their noses up at music videogames. So far, Eric Clapton ("Layla"), Dave Matthews Band, and Kid Rock are all confirmed to have tracks in the game. The game will also feature other tracks from major label artists like Jet ("She's a Genius") and The Donnas ("Fall Behind Me").

    The game will be playable with up to three people for a band experience -- drums, guitar, and vocals. The vocal mode looks pretty straight forward, with the game picking up notes in a traditional manner; no fancy peripheral for singers, unfortunately.



     
    Laatst bewerkt: 15 jun 2010
  2. mattiejj

    mattiejj Registered Muser

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    8) die had zich snel een topic gereserveert:+


    Lijkt me trouwens een interessant spel.
     
  3. Flavourlicious

    Flavourlicious Game Developer Moderator Redacteur

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    Ja, het is lang geleden, dus ik dacht ach.. :9
     
  4. DiaL

    DiaL XBW Senior

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    Op het eerste zicht wel leuk dat het ook een echte gitaar is misschien, maar iemand die echt gitaar speelt heeft die normaal ook al, en iemand die gewoon voor het amusement gaat koopt toch gewoon een GH/RB controller. Of is het echt meer de bedoeling iemand 'echt' gitaar te leren spelen hiermee?

    Benieuwd naar het prijskaartje. Dat en de vraag of ze als kleinere uitgever/ontwikkelaar genoeg goede muziekrechten/deals kunnen bemachtigen zal wel bepalend zijn voor het succes ervan.
     
  5. Nugget Leg

    Nugget Leg Goedendag!

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    Hmmm, dit lijkt me niks.
    Voor fun gebruik ik RockBand/Guitar Hero.
    En als ik graag echt wil leren spelen pak ik gewoon me Bass.
     
  6. Kevf

    Kevf Hardcore poster

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    zou wel geinig zijn als ze het ook andersom gaan doen, dat je je elektrische gitaar voor de gh games kan gebruiken.
     
  7. WOUW5

    WOUW5 Cpt. Censorshades!

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    Zal wel flink wat kosten die nieuwe gitaar, maar ik denk dat ik deze game wel even in de gaten houd :).
     
  8. Tha Pielius

    Tha Pielius Tha Nudies!

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    Zal idd wel veel geld gaan kosten als het een volledig werkende gitaar is..
    Denk alleen al aan onderhoud?
    Moet je dadelijk je gitaar waarop je gamed laten afstellen.. Voor de zoveelste keer je hoge e snaar vervangen omdat hij weer is gesprongen! :+
    Daar heb ik al genoeg ellende van..

    Maar het idee vind ik wel heel tof!
     
  9. Nickromancer

    Nickromancer Active Member

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    Maar is dit ding echt van hout? Want dan moeten we inderdaad gaan afstellen en het onderhoud zit de gemmidelde gamer denk ik ook niet op te wachten :9 Beetje raar dat hij ook als echte gitaar gebruikt kan worden gaat dat dan gewoon via de xbox ofzo die de geluiden emuleert? Dat zou wel heel kut zijn. Maar andersom als hij echt op een versterker moet is het weer nutteloos want dit klinkt natuurlijk ooit zo goed als een echte gitaar. Ik weet het allemaal niet. Maar als je op expert gewoon echt gewoon die nummers moet spelen zou het wel een heel goede oefening kunnen zijn.
     
  10. Flavourlicious

    Flavourlicious Game Developer Moderator Redacteur

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    Ziet er plastic uit. Ik weet het niet.

    [​IMG]

    Het blijkt ook met drums en mic te komen:

    engadget.com
     
    Laatst bewerkt: 17 mrt 2010
  11. mattiejj

    mattiejj Registered Muser

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    Nee, kan op echte versterker, teminste in het reclame filmpje wel.

    Dat zou kunnen, maar dan moet je wel die chord-based-gameplay missen en mag je gewoon Groen tot oranje aanslaan op een snaar.
     
  12. Flavourlicious

    Flavourlicious Game Developer Moderator Redacteur

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    2e helft speelt hij op een losse versterker.
     
  13. DulleNL

    DulleNL I'm a little teapot Magic Member

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  14. WOUW5

    WOUW5 Cpt. Censorshades!

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    Geen online modus? Dat is wel erg jammer!:eek: Ziet er wel vet uit verder.

    En toen ze de gitaar op een versterker aansloten hadden ze wel een betere gitarist kunnen kiezen!:{
     
  15. Jorrit010

    Jorrit010 Ech wel!

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    Als ik het zo zie, lijkt het me als niet-gitarist te moeilijk. Drempel is denk ik een stuk hoger dan bij GH.
     
  16. Grub

    Grub think on your sins

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    Als-ie ook ingeplugd kan worden als "normale" gitaar lijkt me dat dit een duur grapje wordt... Wel heel vet overigens. :)
     
  17. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Pre-E3: Eric Clapton, 'drumless' drums, and more revealed for Power Gig
    [​IMG] Earlier this year when Seven45 Studios revealed Power Gig: Rise of the Six String, it introduced a new concept to the world -- a music videogame that would put a real instrument into the hands of players. How? Well, by giving them a real guitar, of course.

    That's Power Gig's hook, its unique guitar peripheral that they're simply calling the "Six String." But it's unfair to call it a "controller" because that's not exactly what it is -- the six string is an actual, playable electric guitar. When in "game mode," the guitar can recognize where a player's fingers are on any of the six strings and up and down the guitars neck at any fret. Using on-screen cues not entirely dissimilar to what you might see in other music games, the game has players jamming along to songs with a real guitar in their hands. But the instrument has another neat trick up its sleeve -- you can plug it into any amplifier and use it as a fully functional electric guitar.

    At E3 this year, Seven45 will introduce another element to Power Gig, pulling together the full band experience -- drums. But it's not what you're expecting. The surprising peripheral, along with some of the game's exclusive music, was revealed at a recent pre-E3 event. Hit the jump for the first details.
    Okay, I'm about to blow your mind. Here's the drum controller:
    [​IMG]

    A little bit of explanation is probably in order, as I'd imagine you're thinking the same thing I was when they pulled back the curtain -- where the f**k are the drum pads? Simply put, there are none. The AirStrike drum controller is a small, wireless unit that sits on the ground; attached to it is a tiny kick pedal, as well as a secondary pedal used to trigger "mojo," Six String's version of Guitar Hero's "Star Power." The base itself features four sensors, with colors that correspond to on-screen cues on a vertically scrolling note highway.

    To play, you simply strike the air over the corresponding sensor; the special drum sticks that ship with the controller have their own sensors, which work in tandem with the base's sensors. According to Seven45, this unique set up allows players to play using proper form, as the hardware is said to be aware of which hands you're using to strike at a sensor. Secondly, because there are no physical pads, the AirStrike is entirely soundless during gameplay. It's also obscenely small and unobtrusive when compared to other drum peripherals already on the market; it could easily be slipped underneath a couch or a coffee table.
    [​IMG]

    So does it really work? Yes and no. Sitting down in front of the kit for the first time and launching into my first song, it took me a handful of measures to start figuring out the "hot spots" for the sensors to pick up my hits. Maybe more importantly, it was hard to let go and simply trust that the game controller "knew" where I was attempting to strike. And for the most part, it did, especially after making a few adjustments in my hand placement.

    Keep in mind that the hardware isn't final, but I did run into some issues where I'd hit an adjacent pad I hadn't intended to, or the sensor simply didn't seem to pick up my hit. But my biggest problem with the experience may be inherent to the very concept itself -- the lack of tactile feedback. With my sticks not landing on anything, I had no indication that I was hitting the snare, the hi-hat, the tom, or a crash cymbal. Drum rolls and other brisk movements were difficult without that much-needed bounce back. And when I was done with a session, my wrists and arms were more than a little worse for wear.
    The drums, in a way, seem to stand in stark contrast to the guitar peripheral. While one actually is the instrument that other games attempt to emulate, the other seems to do away with that most of the real experience entirely. Plus, it's human nature to want to bang on stuff with sticks… hard. I'm not sure that The Muppets' Animal would be pleased.

    The guitar on the other hand is an interesting step in the teaching direction. As a guitarist, I had little problems picking up and playing the game's medium and hard modes. The hardware I used (again, not final) was mostly responsive on my fret hand, able to pick up most of my finger movements relatively well. It was also interesting to find that the songs were charted in a way that felt relatively comfortable to me as a player; the notes all "felt" like they were in the right place, and I was even able to hit many of the notes by simply playing by ear.
    [​IMG]

    Power Gig's guitar game will also feature an advanced mode that will have you playing chords instead of single notes. Upon watching me play, a rep suggested I switch over -- I was already playing the right power chords anyhow. Unfortunately, I didn't get a chance to see it in action, as the earlier software they were demonstrating didn't seem to have the chording mode implemented properly. I hope to get a chance to try it out at E3, though; it'll be interesting to see how they can quickly communicate those chords and changes to players on the fly.

    It seems that Seven45 has already turned a few heads in the music industry with its unique take on the genre, as it's secured exclusive agreements with musicians who have previously turned their noses up at music videogames. So far, Eric Clapton ("Layla"), Dave Matthews Band, and Kid Rock are all confirmed to have tracks in the game. The game will also feature other tracks from major label artists like Jet ("She's a Genius") and The Donnas ("Fall Behind Me").

    The game will be playable with up to three people for a band experience -- drums, guitar, and vocals. The vocal mode looks pretty straight forward, with the game picking up notes in a traditional manner; no fancy peripheral for singers, unfortunately.

    Power Gig is slated for release this October for PlayStation 3 and Xbox 360. I'll keep my eyes out for more details at E3 next week.




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    Ziet er wat uit als Rock Revolution. Hopelijk is dat geen slecht voorteken. :+
     
  18. Flavourlicious

    Flavourlicious Game Developer Moderator Redacteur

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    Nice. :thumbs: Startpost ge-update.
     
  19. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Laatst bewerkt: 8 jun 2010
  20. OniRyo

    OniRyo Active Member

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    De hele drum systeem vind ik echt niks, je slaat eigenlijk helemaal op niks, je voelt het dan eigenlijk ook niet wat ik best wel belangrijk vind...

    Het gitaar spelen lijkt best wel tof maar ik wacht wel af tot er meer er van bekend is... :+.

    De hele gameplay vind ik nou niet echt perfect, ik heb het liever zoals bij Rock band dat het van achter naar voren komt inplaats van boven naar beneden de notes...

    Nouja ik weet niet of dit wel eigenlijk zo goed gaat worden!.
     

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