![]() ![]() Whenever I play "Before I Forget", "Raining Blood", "The Way it Ends", or, yes, even "Through the Fire and the Flames", I consistently come away thinking it was more torturous than enjoyable (I should not have to avoid a song for fear my hand will cramp afterward)-and, indeed, Brad nailed it on the head when he said Guitar Hero caters to the super-competitive crowd. And, you know what, you can even look to Guitar Hero II as a game that is capable of balancing "oh shit this is tuff" with "wow that was a fun song, though." Guitar Hero III doesn't just tilt the scale, it drops a fucking brick on one side. I like to use Halo: Combat Evolved as a good example of a game that balances difficulty and playability well. ![]() In my mind, a game ought never sacrifice fun for difficulty, or fluency for difficulty. ![]() Moreover, there is a point when the songs cease to be fun. Guitar Hero III sought to implement the sly strum note in the middle of a sweeping stream of hammer-ons/pull-offs, which helps convolute the gameplay (see: "Same Old Song and Dance") basically, notes that ought to have been fretted necessitate an extra strum. Most, if not all, of the songs were pitifully overcharted (see: Anything above the seventh tier the five hardest bonus songs), and the general design of these charts deter from playability. Guitar Hero III reached a new level of cheapness in terms of rhythm game difficulty. So, this isn't an argument from someone who cannot play. I can beat the hardest songs on the hardest difficulty. And, as a disclaimer, I'm pretty fucking good at Guitar Hero. I'm just going to reiterate a lot of the points being brought up in response to this comment. Mandeponium said: I don't like that Brad thinks Guitar Hero 3 wasn't good because he sucks at it. ![]()
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December 2022
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