Guitar Hero III - EXCLUSIVE interview
The spotlight is on. Can the new band deliver?
How do you top perfection?
That's the challenge currently facing the new developers of Guitar Hero III. While controversy swirled when the franchise switched creative teams due to a publishing buyout, the people now working on the threequel aren't responsible for corporate maneuvers. They simply want to make the best Guitar Hero game they possibly can, without screwing up what came before.
We recently sat down with two of the men leading this effort - Alan Flores, lead designer, and Chris Parise, senior producer - to see how they're holding up under the pressure. The discussion covers song choice, licensing woes, controller redesign, character updates, boss fights, the new battle mode and the meaning of the word "guitar-y."
July 6, 2007
How do you top perfection?
That's the challenge currently facing the new developers of Guitar Hero III. While controversy swirled when the franchise switched creative teams due to a publishing buyout, the people now working on the threequel aren't responsible for corporate maneuvers. They simply want to make the best Guitar Hero game they possibly can, without screwing up what came before.
We recently sat down with two of the men leading this effort - Alan Flores, lead designer, and Chris Parise, senior producer - to see how they're holding up under the pressure. The discussion covers song choice, licensing woes, controller redesign, character updates, boss fights, the new battle mode and the meaning of the word "guitar-y."
Sign up to the GamesRadar+ Newsletter
Weekly digests, tales from the communities you love, and more
July 6, 2007