On September 9, classic rock fans will have a chance to strap on a plastic guitar and jam along with the biggest act in popular music history.
Artfully orchestrated buzz has been building for The Beatles: Rock Band since the start of 2009, and the team of developer Harmonix and publisher MTV Games (and distribution partner EA) hope to provide a bright spot in an otherwise drab video game market with one of the few video game products for the 2009 holiday season that has a real chance of appealing beyond core gamers.
We've gotten our hands on a final retail version of the game (minus the new Beatles-inspired instruments, but our old Rock Band gear worked fine), and gave it a test drive in CNET's AV Lab. Check out this video to see our extremely shaky music skills, and read our hands-on impressions below.
Dan:
Music aside, this is essentially the same Rock Band game you've been playing for two years, but with nicely done overhauls of the menus, graphics, and interface, including some very cool animated Beatles segments. The biggest change to the actual gameplay is the inclusion of three-part vocal harmonies (you'll need three USB mics). We found out the hard way that these songs are actually pretty tough to sing, and nailing the harmonies is even tougher.
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Beatles: Rock Band)
Beatles lovers will soon be able to feel what it's like to sing and play with the Fab Four in the interactive game The Beatles: Rock Band. But what famous Beatles tunes will be featured on the disc?
Rock Band makers MTV Games and Harmonix revealed 19 more songs Tuesday, bringing the total of known tracks to 44 and leaving the final tune a mystery.
The Beatles: Rock Band lets players sing, strum the guitar or bass, or hit the drums to play with John, Paul, George, and Ringo as they tour the world. Players can join in with the Beatles, starting from their early days in tiny Liverpool clubs to their final performance on the rooftop at their Apple recording studio.
The game's origins stem from a conversation between Dhani Harrison, son of the late George Harrison, and MTV President Van Toffler. Harrison eventually took the idea to the Beatles' Apple Corps and also sold the concept to Paul McCartney, Ringo Starr, and Yoko Ono.
Though part of the Rock Band franchise, the Beatles game was designed from the ground up with new graphics, menus, and interfaces.
Beatles: Rock Band is set to hit stores on September 9 for Microsoft's Xbox 360, Sony's PlayStation 3, and the Nintendo Wii. The software alone sells for $59.99. The Premium bundle sells for $249.99 and comes with all the Rock Band equipment, including Beatles-branded drums, microphone, and mic stand.
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The 44 songs in the game so far are:
A Hard Day's Night
And Your Bird Can Sing
Back In The U.S.S.R.
Birthday
Boys
Can't Buy Me Love
Come Together
Day Tripper
Dear Prudence
Dig A Pony
Do You Want To Know A Secret
Don't Let Me Down
Drive My Car
Eight Days A Week
Get Back
Getting Better
Good Morning Good Morning
Hello Goodbye
Helter Skelter
Here Comes The Sun
Hey Bulldog
I Am The Walrus
I Feel Fine
I Me Mine
I Saw Her Standing There
I Wanna Be Your Man
I Want to Hold Your Hand
I Want You (She's So Heavy)
I'm Looking Through You
I've Got A Feeling
If I Needed Someone
Lucy in the Sky with Diamonds
Octopus's Garden
Paperback Writer
Revolution
Sgt. Pepper's Lonely Hearts Club Band
Something
Taxman
Ticket To Ride
Twist And Shout
While My Guitar Gently Weeps
With a Little Help from My Friends
Within You Without You / Tomorrow Never Knows
Yellow Submarine
If you're an independent musician looking for as many ways to sell and promote your music as possible, and you or a friend has some experience with software development, you'll want to check out the upcoming Rock Band Network, for which Harmonix and MTV Games plan to begin beta testing in late August.
It's more complicated than posting a song to iTunes, but you'll get placement on a more exclusive platform.
(Credit: MTV Games)To program songs for the game, you or your developer friend first needs a membership to Microsoft's XNA Creators' Club, which was launched a couple years ago to let independent developers create casual games to sell through the Xbox Live Marketplace; a membership costs $49.99 for four months or $99.99 for a year.
You'll then be able to get free tools and instructions from the Rock Band Creators Web site to convert your master recordings to the MIDI charts used by the game. Next, you'll have to submit your song for other creators to critique and finally to MTV Games for approval.
Once approved, the song will enter the Rock Band Network. All songs will debut exclusively for 30 days on the Xbox 360, and the Rock Band team will pick stand-out songs to make available to the Sony PlayStation 3 and Nintendo Wii consoles.
Under the network terms, musicians can charge between 50 cents and $3 per song, and they will keep a 30 percent cut of all sales. That may seem small, compared with the 70 percent cut musicians get for selling their songs on iTunes, which requires much less work, but Rock Band is a much more exclusive platform--you're much more likely to stand out here than among the bazillion songs available through Apple's music store.
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The appearance by Beatles Paul McCartney and Ringo Starr at the Microsoft Xbox E3 press briefing on Monday caught the world by surprise, and turned into a perfect way to formally introduce 'Beatles: Rock Band.'
(Credit: Daniel Terdiman/CNET)LOS ANGELES--If you were among the thousands of people at Microsoft's E3 press briefing on Monday, it's a pretty sure bet that the appearance on-stage there of Paul McCartney, Ringo Starr, and Yoko Ono was one of the most unexpected things imaginable.
But if you think about it, the very existence of the game that led to their showing up during the Xbox press briefing, Harmonix and MTV Games' "Beatles: Rock Band," is even more surprising. After all, the Beatles have, over the years, maintained a stranglehold over control of their music. For example the Beatles are still the holy grail that iTunes has not yet been able to corral.
The game will be released on September 9 (09.09.09) on the Xbox 360, the PlayStation 3, and the Wii.
So how did the game come to pass?
Since the two remaining Beatles weren't able to come to the phone for this article, I decided to stop by the Harmonix booth at E3 and ask the game's lead designer, Chris Foster, for the skinny behind what has got to be one of the biggest coups in video gaming history.
Foster said the story begins a couple of years ago, when MTV President Van Toffler ran into Dhani Harrison, son of the late Beatles guitarist George Harrison, in some random social setting.
"It was just sort of through happenstance," Foster said. "Dhani was a big 'Rock Band' fan, and there was this sort of, 'Wouldn't it be nice if...but it'll never happen.'"
But being a "Rock Band" fan, Dhani Harrison took his idea to Harmonix CEO and co-founder Alex Rigopulos and began a conversation about what a Beatles version of "Rock Band" could be. Foster said that the idea seemed like a huge challenge, but, deciding to pursue it, Harrison began evangelizing the idea to Apple Corps, the Beatles' U.K. publisher, and its shareholders, particularly McCartney, Starr, and Ono.
"So then, from that point, it was just sort of getting them familiar with ('Rock Band')," Foster said, "and getting them understanding what the game could be like."
By now, the discussions were far enough along that Harmonix put together a simple demo of the kind of music and conceptual art that could be used in the game, Foster said.
And, amazingly, inexplicably, it worked.
Creative partners
"At that point," Foster recalled, things "moved to (the Beatles) being creative partners" in the project. One of the most vital things to happen at that point was the introduction of music producer Giles Martin to the "Rock Band" project. Martin, the son of the Beatles' original producer, George Martin, helped Cirque du Soleil put together its Beatles show, "Love."
That was crucial, Foster said, because Martin was able to help solve one of the most important problems any Beatles "Rock Band" game would have, adding multitrack capabilities.
"We needed multitrack," Foster said, "because in 'Rock Band,' (players) need to get (individual) feedback about whether they're playing well or not. So with all those pieces in place, we were able to do a demo of what the music (in the game) would be like."
As things progressed, the developers knew that to make the game feel authentic, they'd have to offer players real Beatles venues to play in. So they worked to add famous Beatles locations like Liverpool's famous Cavern Club, the Ed Sullivan theater, Shea Stadium, the Budokan in Tokyo, and the rooftop at Apple Corps.
Then, Foster said, the development team came up with the idea for adding psychedelic dreamscape visions to the game. The game's trailer (see below) does a great job of demonstrating that element, as do some of the best pieces of Cirque du Soleil's "Love."
'We respected them and their music'
To Foster, the chief reason that the improbable game ever came together at all is that "they liked that we respected them and respected their music. I don't want to put words in their mouths, but what was important to us was that we respected them."
That's one reason that the development team made sure to include venues where the Beatles had actually played famous shows. "We weren't shoving them into live venues that didn't make sense," he said.
Another important factor was the developers' adding the ability to include vocal harmonies as part of game play.
"Their music is so much about harmonies," he said. Adding vocal harmonies was something that had never been done in "Rock Band" before, but it was considered vital to accurately representing the Beatles' music in the game.
And that also presented the developers with a hurdle they had to clear.
"The challenge (was) making it so vocal harmonies were fun and challenging, but really accessible, and finding a way to put that in the game, without overwhelming" players, Foster said. "(We didn't want to make them) feel like they failed to sing like the Beatles."
Foster acknowledged that contracting with the Beatles was a huge win for Harmonix, especially when it's been clear for some time that "lots of people were thinking about doing it."
The game is already being anxiously awaited by players, developers, and industry executives alike, and for both game play and business reasons.
"Clearly, (the Beatles) saw an opportunity of reintroducing their music to the current music-loving consumer and it makes perfect sense for them as they try and manage their brand," said Nintendo President and COO Reggie Fils-Aime. "So I think it makes a lot of sense and, candidly, what the music industry is finding is that the games industry is a great way to drive music sales."
And for Microsoft, having McCartney, Starr, and Ono take the stage at the Xbox press briefing at the University of Southern California's Galen Center was a gigantic victory. A Microsoft spokesperson said that the appearance came about because the company is always talking to its publisher partners, including, in this case, MTV Games. And that as "Beatles: Rock Band" progressed, the Beatles decided that the Xbox press briefing would be a very appropriate place to announce the game.
Note to Sony and Nintendo: Work harder at finessing those publisher partner contacts, and next time, maybe the stars will pick your E3 briefing.
To Foster, a big part of what makes the game seem authentic was that the designers concentrated on "telling the Beatles' story" but still finding a way to do so in the context of a "Rock Band" game that fans of both the band and the game franchise would appreciate and recognize. And also because the game will appeal to even the youngest Beatles fans.
He explained that the Harmonix team liked the idea of bringing new, younger audiences to the Beatles for the first time. But reality soon disabused them of that notion.
"The (Beatles') music is like the air we breathe," Foster said, "and it catches every generation...It's sort of presumptuous to think you can introduce the Beatles to anyone."
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