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	<title>Blast Magazine&#187; beatles rock band</title>
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		<title>Snag Beatles: Rock Band For Under $30 Today</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/snag-beatles-rock-band-for-under-30-today/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/gaming-news/snag-beatles-rock-band-for-under-30-today/#comments</comments>
		<pubDate>Fri, 26 Feb 2010 16:59:01 +0000</pubDate>
		<dc:creator>Eddie Makuch</dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[amazon]]></category>
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		<guid isPermaLink="false">http://blastmagazine.com/?p=40349</guid>
		<description><![CDATA[If all you need is love, all you need is this game.]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>Amazon&#8217;s Deal of the Day for today, February 26, 2010, is a significant drop in the software price of The Beatles: Rock Band. The game only today sells for $28.49 on Wii, Xbox 360, and PS3.</p>
<div id="attachment_40351" class="wp-caption aligncenter" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2010/02/beatlesrockband_110409.jpg" rel="lightbox[40349]" title="beatlesrockband_110409"><img class="size-medium wp-image-40351" title="beatlesrockband_110409" src="http://blastmagazine.com/wp-content/uploads/2010/02/beatlesrockband_110409-300x168.jpg" alt="" width="300" height="168" /></a><p class="wp-caption-text">On the cheap, today only</p></div>
<p>So if you&#8217;ve been looking for some band-specific music-gaming goodness and you love The Beatles, today is undoubtedly your day.</p>
<p>What&#8217;s more, the online retailer is selling the Premium Bundle, the one with all the instruments and the software, which normally retails for $200, at a very attractive $139.</p>
<p><a href="http://www.amazon.com/gp/feature.html/ref=amb_link_85826191_2?ie=UTF8&amp;docId=1000208101&amp;pf_rd_m=ATVPDKIKX0DER&amp;pf_rd_s=right-1&amp;pf_rd_r=0G7Z5BKG6YN3DQ0JD20W&amp;pf_rd_t=101&amp;pf_rd_p=496383031&amp;pf_rd_i=468642" target="_blank">Software only</a> @ Amazon</p>
<p><a href="http://www.amazon.com/Playstation-Beatles-Limited-Premium-Bundle-3/dp/B001TORSHY/ref=br_lf_m_1000208101_1_4_ttl?ie=UTF8&amp;m=ATVPDKIKX0DER&amp;s=videogames&amp;pf_rd_p=1039151022&amp;pf_rd_s=center-2&amp;pf_rd_t=1401&amp;pf_rd_i=1000208101&amp;pf_rd_m=ATVPDKIKX0DER&amp;pf_rd_r=13SVGPWDH8125JB0ZPWW" target="_blank">Premium Bundle</a> @ Amazon</p>
</div>]]></content:encoded>
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		<title>&#8220;All You Need Is Love&#8221; Beatles Track Heading To Wii, PS3</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/all-you-need-is-love-beatles-track-heading-to-wii-ps3/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/gaming-news/all-you-need-is-love-beatles-track-heading-to-wii-ps3/#comments</comments>
		<pubDate>Thu, 11 Feb 2010 15:34:44 +0000</pubDate>
		<dc:creator>Eddie Makuch</dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[all you need is love]]></category>
		<category><![CDATA[beatles rock band]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[news]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=39266</guid>
		<description><![CDATA[The once Xbox 360-exclusive, now coming to other systems.]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>Harmonix and MTV Games today announced the once <a href="http://blastmagazine.com/the-magazine/gaming/gaming-news/2009/09/download-all-you-need-is-love-beatles-dlc-win-uber-limited-xbox-360/" target="_blank">Xbox 360-exclusive</a> &#8220;All you need is love&#8221; Beatles tune is heading to PS3 and Wii gamers in <em>The Beatles: Rock Band</em> download store.</p>
<p>The track was exclusive to Xbox 360 faux-musicians as part of a charity event where all proceeds from the song went to <a href="http://www.doctorswithoutborders.org/" target="_blank">Doctors Without Borders</a>. The event was hugely popular and successful, as over $200,000 was raised through digital song sales.</p>
<p>The song will be made available in <em>The Beatles: Rock Band </em>Music Store for $2 February 16 for Wii and March 4 for PS3, but this time, the money won&#8217;t go to the charity.</p>
</div>]]></content:encoded>
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		<title>Download &#8220;All You Need is Love&#8221; Beatles DLC, win uber-limited Xbox 360</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/download-all-you-need-is-love-beatles-dlc-win-uber-limited-xbox-360/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/gaming-news/download-all-you-need-is-love-beatles-dlc-win-uber-limited-xbox-360/#comments</comments>
		<pubDate>Wed, 09 Sep 2009 20:05:52 +0000</pubDate>
		<dc:creator>Eddie Makuch</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[beatles rock band]]></category>
		<category><![CDATA[DLC]]></category>
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		<guid isPermaLink="false">http://blastmagazine.com/?p=25363</guid>
		<description><![CDATA[All you need is love to play the game, and some digital money.]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>The Beatles: Rock Band went on sale at midnight today, and in case you&#8217;ve already exhausted the 45 on-disc tracks, &#8220;All You Need Is Love,&#8221; the Fab Four&#8217;s anthem of peace, is readily available for your download on Xbox Live.</p>
<p>$2/160 MS Points gets you the tune, and by downloading the track you&#8217;ll automatically have your name thrown in a hat for an uber-limited Xbox 360 console decked out as such:</p>
<p><a href="http://blastmagazine.com/wp-content/uploads/2009/09/ilmbeatlesRockBandSEConsole01.jpg" rel="lightbox[25363]" title="ilmbeatlesRockBandSEConsole01"><img class="aligncenter size-medium wp-image-25365" title="ilmbeatlesRockBandSEConsole01" src="http://blastmagazine.com/wp-content/uploads/2009/09/ilmbeatlesRockBandSEConsole01-215x300.jpg" alt="ilmbeatlesRockBandSEConsole01" width="215" height="300" /></a></p>
<p><a href="http://blastmagazine.com/wp-content/uploads/2009/09/ilmbeatlesRockBandSEConsole03.jpg" rel="lightbox[25363]" title="ilmbeatlesRockBandSEConsole03"><img class="aligncenter size-medium wp-image-25366" title="ilmbeatlesRockBandSEConsole03" src="http://blastmagazine.com/wp-content/uploads/2009/09/ilmbeatlesRockBandSEConsole03-215x300.jpg" alt="ilmbeatlesRockBandSEConsole03" width="215" height="300" /></a></p>
<p>Furthermore, all proceeds collected from &#8220;All You Need Is Love&#8221; downloads goes towards Doctors Without Borders, so really, how can you afford <em>not</em> to buy the song?</p>
</div>]]></content:encoded>
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		<title>Beatles Rock Band review</title>
		<link>http://blastmagazine.com/the-magazine/gaming/reviews/beatles-rock-band-review/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/reviews/beatles-rock-band-review/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 01:56:38 +0000</pubDate>
		<dc:creator>Ben Lindbergh</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Reviews]]></category>
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		<guid isPermaLink="false">http://blastmagazine.com/?p=24968</guid>
		<description><![CDATA[ Here Comes the Fun -- and one of the year's most engaging games]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><h1><a href="http://www.beatlestube.net/2009/08/30/paul-mccartney-goodbye-demo-1969/" target="_blank">Songs  That Lingered on My Lips Excite Me Now</a></h1>
<p><img style="float:right;margin-left:5px;" src="http://blastmagazine.com/images/ratings/90.jpg" alt="90" />I realized recently that I&#8217;ve  probably spent more time listening to the voice of Paul McCartney than  I&#8217;ve spent listening to any other person on the planet, save for immediate  family members (who have the rather unfair advantage of knowing me personally).  Friends come and go, but the music of the Beatles (in both their Beatle  and post-Beatle guises) has been with me since infancy, and might very  well <a href="http://www.youtube.com/watch?v=xm-3y40TFKs" target="_blank">play  me off the stage</a> when it&#8217;s all said and done.</p>
<p><img class="alignnone" style="float:right;margin-left:5pxalt=" title="Editors Choice" src="http://blastmagazine.com/images/eclogo_80.png" alt="" width="72" height="62" /></p>
<p style="text-align: left;">For that reason, I&#8217;m torn  between tailoring this review to two types of readers: those for whom the Beatles are just another band (I know you&#8217;re out there), and those  for whom they&#8217;re something akin to a religion. Of course, you don&#8217;t  need to know all the words to &#8220;Revolution 9&#8243; to find something to  like in Beatles Rock Band, but your level of attachment to the band  will largely determine whether you consider the game a worthwhile purchase.</p>
<h1><a href="http://www.beatlestube.net/video.php?title=Revolution%201" target="_blank">You  Say You Want a Revolution</a></h1>
<p>Seth Schiesel of the New York  Times <a href="http://www.nytimes.com/2009/09/06/arts/television/06schi.html" target="_blank">recently  suggested</a> that  Beatles Rock Band &#8220;may be the most important video game yet made.&#8221;  While that lofty claim might have some validity in light of the game&#8217;s  potential status as a &#8220;cultural watershed&#8221; the title that started  the franchise &#8212; the original Rock Band &#8212; was far more important from  a gameplay perspective. Beatles Rock Band merely tweaks the established  formula. You&#8217;ll still be strumming or pounding plastic instruments  in time with &#8220;gems&#8221; scrolling down on-screen note charts,  and while &#8220;Overdrive&#8221; has become &#8220;Beatlemania&#8221; and &#8220;Awesomes&#8221;  have been replaced by &#8220;Fabs&#8221; the core mechanics remain the same.</p>
<p>A three-second count-in before  resuming play after exiting the pause screen and a more extensive drum  trainer (&#8220;Beatle Beats&#8221; allows you to mimic 80 of Ringo&#8217;s signature  strokes at reduced speed) are welcome additions, but Beatles Rock Band&#8217;s  most notable innovation is its inclusion of three-part vocal harmonies.  The Fabs were known for employing the sweetest harmonies this side of  the <a href="http://www.youtube.com/watch?v=TCeD_6Y3GQc" target="_blank">Beach  Boys</a> or <a href="http://www.youtube.com/watch?v=0N-FRiu84P8" target="_blank">Zombies</a>, and Beatles Rock Band capitalizes  on the public&#8217;s familiarity with their songs to capture this essential  element of their sound. Although the band bonuses conferred by activating  &#8220;Beatlemania&#8221; encourage a degree of cooperation, the addition of  vocal harmonies necessitates some planning and coordination, and goes  a long way towards making each player feel like a part of a cohesive  unit.</p>
<p>When harmonies are activated  prior to starting any song that supports them, each player with a microphone  can sing any of the vocal parts, with no penalties resulting from a  failure to sing anything but the lead correctly. The vocal trainer in  the practice mode allows you to isolate each vocal part and repeat each  section of any song as many times as you like, and you might find yourself  resorting to it when some of those peskier Double and Triple Fab scores  prove elusive. As <a href="/the-magazine/gaming/gaming-news/2009/09/beatles-rock-band-harmonix-creative-director-josh-randall/">creative director Josh Randall noted</a>, the Beatles  rarely &#8220;shred&#8221; but while Beatles Rock Band offers few instrumental  challenges on par with those of the most difficult songs found in previous  incarnations of the franchise, playing on expert while singing complex  harmonies represents a feat that only the experienced can master. If  you&#8217;re especially sadistic, you can activate &#8220;Super Speed&#8221; in  the game&#8217;s settings, increasing the rate at which the note charts  scroll, or enter &#8220;Performance Mode&#8221; in which the notes themselves  are hidden.</p>
<h1><a href="http://www.beatlestube.net/video.php?title=Girl" target="_blank">Is  There Anybody Going to Listen to My Story?</a></h1>
<p>In a nod to user-friendliness,  Harmonix made 44 of the game&#8217;s 45 songs accessible from the start  in quickplay mode (in previous iterations of Rock Band, one had to progress  through a lengthy career mode to catch &#8216;em all). However, in order  to unlock the final tune (it&#8217;s worth the effort), you will have to  play through the story mode. Story mode divides the assembled fragments  of the Beatles catalog into discrete historical periods, introducing  each through an artful montage of animated archival material. Simply  complete every song in a given period to progress to the next.</p>
<p>Once you complete each section,  you&#8217;ll also have the opportunity to complete a &#8220;Chapter Challenge&#8221;  which tasks you with five-starring each of that section&#8217;s songs without  interruption, but Beatles Rock Band&#8217;s story mode is far less involved  than those in Rock Band and Rock Band 2. You won&#8217;t be forced to replay  songs countless times in pursuit of riches, mostly because there simply  wouldn&#8217;t be anything to spend them on.</p>
<h1><a href="http://www.beatlestube.net/video.php?title=You%20Can%27t%20Do%20That" target="_blank">You  Can&#8217;t Do That</a></h1>
<p>That brings me to one possible  source of frustration for fans of the franchise: Beatles Rock Band features  a notable lack of customization and interactivity in comparison to the  previous Rock Band titles. In the interest of historical accuracy, you  won&#8217;t be able to create your own character, design your own logo,  play dress-up with the Beatles, or tinker with their instruments. You&#8217;ll  also find that freestyle drum fills and crowd participation have disappeared,  whammying sustained notes no longer produces an audible effect, and  butchering a song results in a failure message, rather than an inglorious  exit from the stage.</p>
<p>Notice that I didn&#8217;t say  that Beatles Rock Band suffers from these changes. There might  be a certain segment of the game-playing public that laments these omissions,  but I found the commitment to historical accuracy and the core Beatles  experience far more rewarding than the ability to scour the sunglasses  rack in Rock Band 2. Fortunately, the Beatles&#8217; array of iconic outfits  keeps things from growing stale on stage, even without the player&#8217;s  intervention.</p>
<h1><a href="http://www.beatlestube.net/video.php?title=Every%20Little%20Thing" target="_blank">Every  Little Thing</a></h1>
<p>Beatles Rock Band positively  oozes with Beatles-specific audio, imagery, and extras. In days gone  by, I yearned for downloadable Beatles tracks to appear in the Rock  Band music store, but now that I&#8217;ve witnessed the power of this fully  armed and operational Beatles-station, I&#8217;m glad that the folks at  Harmonix resisted the urge to drop the Beatles bomb before they were  prepared to deliver the maximum payload. The game&#8217;s breathtaking intro  and outro videos, produced by Passion Pictures, convey some sense of  the Beatles&#8217; cultural impact while drawing upon elements of the band&#8217;s  visual legacy, and shorter animations, prepared by graphic design studio  MK12, accompany the introduction of each new venue. Selecting menu options  even elicits a chord that sounds straight out of &#8220;Getting Better.&#8221;  In-studio chatter from actual Beatles recording sessions, some of which  had never been officially released prior to appearing in the game, both  precedes and follows the playing of most tracks, and helps to foster  an immersive experience.</p>
<p>If strumming along with some  of the best songs ever written doesn&#8217;t sound like an ample reward  for your $60 outlay, you&#8217;ll be happy to learn that Harmonix has included  a selection of photographs and videos of the band which can be unlocked  through the story mode. The photos and their accompanying captions were  vetted by Macca himself, and the videos, consisting mainly of excerpts  from preexisting Beatle documentaries, offer a glimpse of the game&#8217;s  principal characters in action. There&#8217;s little here that hardcore  Beatlemaniacs haven&#8217;t seen and heard elsewhere, and it&#8217;s hard not  to wish that Harmonix had managed to cram more of this material onto  the disk, but what there is does offer a powerful incentive for players  to master all of the game&#8217;s tracks, and should provide a handy primer  for those new to the band&#8217;s history. In addition, a long list of achievements  provides a host of more specific challenges which can be undertaken  for Beatle bragging righties.</p>
<h1><a href="http://www.beatlestube.net/video.php?title=In%20My%20Life" target="_blank">All  These Places Had Their Moments</a></h1>
<p>Although the music is the headliner,  the venues in which you&#8217;ll find yourself playing it certainly qualify  as co-stars of this show. As you advance through the story mode, you&#8217;ll  find yourself playing to screaming crowds in a number of immediately  recognizable settings, including the Cavern Club, the set of the Ed  Sullivan Show, Shea Stadium, the Nippon Budokan, and the rooftop of  Apple Records. Each of these locales was meticulously researched and  recreated, and only the somewhat generic appearances and recycled animations  of the crowds subtract from their overall effectiveness.</p>
<p>If you turn on &#8220;Realistic  Mode&#8221; in the game&#8217;s settings, your every action will be accompanied  by the high-pitched hollering of an adoring crowd. It&#8217;s exhilarating  initially, but after struggling to hear yourself sing for a few songs,  you&#8217;ll understand why the band decided to call touring quits after  playing Candlestick in August of 1966. Fortunately, rather than retiring,  the band retreated to the studio, and that&#8217;s where you&#8217;ll head after  completing the Budokan set in story mode. Beatles Rock Band&#8217;s selection  of songs that the group never performed live is set in Studio Two at  Abbey Road, where you&#8217;ll be treated to an intimate look at the Fab  Four in some of their quieter moments. However, Studio Two merely serves  as a launching pad for the centerpieces of Beatles Rock Band&#8217;s graphical  gallantry: several song-specific &#8220;Dreamscapes&#8221; psychedelic landscapes  through which the virtual Beatles meander in mid-performance. The Dreamscapes  draw upon the band&#8217;s artistic endeavors, the imagery inherent in their  lyrics, and the creativity of Harmonix&#8217;s design team to conduct a  visual symphony which non-playing observers might appreciate more fully  than the frenetic fretters locked in concentration beside them. Only  when the Dreamscapes dissolve at each song&#8217;s conclusion to reveal  oddly motionless Beatles sitting in Studio Two does the spell dissipate.</p>
<p>Harmonix went to great lengths  to perfect the looks and animations of John, Paul, George, and Ringo  in a slightly cartoony form, and for the most part, they succeeded.  Motion-captured movements and extensive research yielded in-game models  through which the essence of the Fab Four shines. Catching a glimpse  mid-play of a merrily bobbing McCartney or a collectedly crooning Lennon  undoubtedly enhances the excitement to be had.</p>
<h1><a href="http://www.beatlestube.net/video.php?title=Money+%28That%27s+What+I+Want%29" target="_blank">Money  Don&#8217;t Get Everything, It&#8217;s True</a></h1>
<p>The original Rock Band shipped  with 58 tracks (albeit with only 45 that anyone had ever heard of)  while Rock Band 2 raised the bar by hitting the shelves with 75. More  importantly, an ever-expanding catalogue of downloadable tracks awaits  anyone who procures either title. If you purchase Rock Band 2 today  (for less than the price of a fresh copy of Beatles Rock Band), you&#8217;ll  have (at last count) as many as 832 songs at your fingertips. In contrast,  Beatles Rock Band offers you the prospect of only 45 (46 if you count  &#8220;All You Need is Love&#8221; available online on release day), with a  relatively limited number of downloadable numbers in the pipeline. Of  course, you could regard the package in another light: at an MSRP of  $60, you&#8217;re paying only two thirds of the price of an imaginary 45-song  Beatles downloadable track pack offered at the going rate of ~$2/song,  and you&#8217;re receiving significantly more than the songs alone.</p>
<p>The Beatles weren&#8217;t given  to writing songs of extraordinary length, so most of the 45 tracks supplied  on the disc, which span the group&#8217;s career, will fly by. In essence, you  can see all that Beatles Rock Band has to offer in a single evening  (or, if you&#8217;re like me, you can see all that it has to offer three  or four times, in three or four successive evenings). Harmonix is banking  on the fact that you&#8217;ll want to revisit those offerings over and over  again, just as any self-respecting Beatles fan regularly revisits the  band&#8217;s oeuvre.</p>
<p>By the standards of previous  band-specific offerings, Beatles Rock Band&#8217;s set list is an unqualified  success. Guitar Hero Aerosmith and Guitar Hero Metallica padded their  selections with tracks from related bands and included even fewer masters  from the titular groups. However, Beatles Rock Band was not intended  to be a greatest hits collection, and those expecting one might be slightly  disappointed. Out of the box, the game features only 13 of the 27 mega-hits  collected on the One compilation in 2000; instead of &#8220;Help!&#8221;  &#8220;A Day in the Life&#8221; &#8220;Hey Jude&#8221; &#8220;Let it Be&#8221; or &#8220;Strawberry  Fields Forever&#8221; you&#8217;ll find the likes of &#8220;Boys&#8221; &#8220;Good Morning  Good Morning&#8221; and &#8220;Birthday.&#8221; The latter cuts add some musical  variety and make up in playability what they might lack in renown, but  it&#8217;s hard to escape the feeling that Harmonix decided to hold some  of its most potent weapons in reserve to serve as the highlights of  future downloadable offerings.</p>
<h1><a href="http://www.beatlestube.net/video.php?title=You%20Won%27t%20See%20Me" target="_blank">I  Can&#8217;t Get Through, My Hands Are Tied</a></h1>
<p>We took the Beatle-branded custom guitars for a test-drive at the Harmonix offices, but we haven&#8217;t yet gotten our mitts on the replica of Ringo&#8217;s Ludwig drum set, and we didn&#8217;t spend enough time with the replicas of Paul&#8217;s Hƒ¶fner bass, John&#8217;s Rickenbacker 325, or George&#8217;s Gretsch Duo to produce authoritative judgments.The new instruments have been modeled to give fans a heightened visual and tactile sense of being Beatles, but they play very similarly to the older Rock Band models.</p>
<p>Fortunately, Beatles Rock Band is compatible with a wide array of preexisting fake instruments, so you really only need to pick up the Beatles-branded gear if you just don&#8217;t feel fab enough without them (I don&#8217;t). Because the game&#8217;s servers hadn&#8217;t yet gone live, we also weren&#8217;t able to sample its online offerings, but Rock Band 2&#8242;s online quickplay, Tug of War, and Score Duel modes have all returned for another showing.</p>
<h1><a href="http://www.youtube.com/watch?v=5i-00qey80w" target="_blank">Come  and Get It</a></h1>
<p>In the end, the love you&#8217;ll take is equal to your affection for the music you&#8217;ll fake, so you might be wise to steer clear  of Beatles Rock Band if you&#8217;ve already proven resistant to the band&#8217;s  charms. However, the <a href="http://www.nytimes.com/2009/08/12/us/12gap.html" target="_blank">multiple  generations</a> of  would-be <a href="http://en.wikipedia.org/wiki/Apple_scruffs" target="_blank">Apple  scruffs</a> who have  come to cherish the music of those four lads from Liverpool should greet  the game with nothing less than the love with which Harmonix clearly  labored. Best played with a bandmate or five, Beatles Rock Band is perfect  for parties, but it&#8217;s also an ideal solution when you&#8217;re craving  a more interactive alternative to yet another listen. Now, just wake  me when I can mangle <a href="http://www.youtube.com/watch?v=GZz-2aKaYzA&amp;feature=related" target="_blank">the</a> <a href="http://www.youtube.com/watch?v=5i6kGO9ZnqQ&amp;feature=related" target="_blank">medley</a>.</p>
<h1><a href="http://www.beatlestube.net/video.php?title=The%20End" target="_blank">The  End</a></h1>
<p>Now that you&#8217;ve read Blast&#8217;s review, be sure to peruse our previous coverage of one of this year&#8217;s  most engaging games:</p>
<ul>
<li><em>Oct. 30, 2008:</em> <a href="http://blastmagazine.com/the-magazine/technology/2008/10/applemtv-to-bring-the-beatles-to-video-games/">Blast reports Beatles Rock Band under development</a></li>
<li><em>March 5:</em> <a href="/the-magazine/gaming/gaming-news/2009/03/the-beatles-rock-band-slated-for-september-release/">Beatles Rock Band gets 9/9/09 release date</a></li>
<li><em>June 3:</em> <a href="/the-magazine/gaming/gaming-news/2009/06/e3-2009-harmonix-ceo-alex-rigopulos-interviewed-by-blast/">Blast interviews Harmonix CEO Alex Rigopulos at E3</a></li>
<li><em>June 10:</em> <a href="/the-magazine/gaming/gaming-news/2009/06/the-best-of-e3-2009/">Blast ranks Beatles Rock Band among the best games seen at E3 2009</a></li>
<li><em>Aug. 18:</em> <a href="/the-magazine/gaming/gaming-news/2009/08/all-but-one-song-on-the-beatlesrock-band-revealed/">Most of the track list is revealed</a></li>
<li> <em>Aug. 25:</em> <a href="/the-magazine/gaming/gaming-news/2009/08/beatles-rock-band-tv-spot-is-trippy-man/">TV Spot</a></li>
<li><em>Sept. Issue:</em> <a href="http://blastmagazine.com/the-magazine/gaming/gaming-news/2009/09/beatles-rock-band-harmonix-lead-artist-dare-matheso/">Harmonix lead artist Dare Matheson interviewed</a></li>
<li><em>Sept. Issue:</em> <a href="http://blastmagazine.com/the-magazine/gaming/gaming-news/2009/09/beatles-rock-band-harmonix-audio-lead-eric-brosius/">Harmonix audio lead Eric Brosius interviewed</a></li>
<li><em>Sept. Issue:</em> <a href="http://blastmagazine.com/the-magazine/gaming/gaming-news/2009/09/beatles-rock-band-harmonix-creative-director-josh-randall/">Harmonix creative director Josh Randall interviewed</a></li>
</ul>
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		<title>Beatles Rock Band: Harmonix creative director Josh Randall</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/beatles-rock-band-harmonix-creative-director-josh-randall/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/gaming-news/beatles-rock-band-harmonix-creative-director-josh-randall/#comments</comments>
		<pubDate>Sun, 06 Sep 2009 15:40:55 +0000</pubDate>
		<dc:creator>Ben Lindbergh</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[The Issue]]></category>
		<category><![CDATA[The Magazine]]></category>
		<category><![CDATA[The Page One Story]]></category>
		<category><![CDATA[beatles]]></category>
		<category><![CDATA[beatles rock band]]></category>
		<category><![CDATA[harmonix]]></category>
		<category><![CDATA[rock band]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=24929</guid>
		<description><![CDATA["The Long and Winding Road"
]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>CAMBRIDGE &#8212; In roughly a decade with Harmonix, during which he served first as the musical director of Frequency, and later as creative director of subsequent rhythm games, Josh Randall has never faced stiffer challenges nor greater rewards than those offered by his experiences with Beatles Rock Band.
<div style="float:right;margin-left:5px;font-size:x-small;"><br />Listen to Blast&#8217;s Podcast interview with Randall</div>
<p>Present during the first exploratory meetings between Harmonix and the Apple Corps. shareholders, as well the game&#8217;s final days in production, Randall possesses a unique perspective on the monumental effort put forth by the 300+ employees at the music/gaming company to render the Beatles properly in the video game medium. We sat down with Josh to discuss the need for secrecy, meeting with Macca, and the end of the affair. </p>
<div id="downbox" style="font-size:x-small;"><strong>The Timeline:</strong>
<ul>
<li><em>Oct. 30, 2008:</em> <a href="http://blastmagazine.com/the-magazine/technology/2008/10/applemtv-to-bring-the-beatles-to-video-games/">Blast reports Beatles Rock Band under development</a></li>
<li><em>March 5:</em> <a href="/the-magazine/gaming/gaming-news/2009/03/the-beatles-rock-band-slated-for-september-release/">Beatles Rock Band gets 9/9/09 release date</a></li>
<li><em>June 3:</em> <a href="/the-magazine/gaming/gaming-news/2009/06/e3-2009-harmonix-ceo-alex-rigopulos-interviewed-by-blast/">Blast interviews Harmonix CEO Alex Rigopulos at E3</a></li>
<li><em>June 10:</em> <a href="/the-magazine/gaming/gaming-news/2009/06/the-best-of-e3-2009/">Blast ranks Beatles Rock Band among the best games seen at E3 2009</a></li>
<li><em>Aug. 18:</em> <a href="/the-magazine/gaming/gaming-news/2009/08/all-but-one-song-on-the-beatlesrock-band-revealed/">Most of the track list is revealed</a></li>
<li>
<em>Aug. 25:</em> <a href="/the-magazine/gaming/gaming-news/2009/08/beatles-rock-band-tv-spot-is-trippy-man/">TV Spot</a></li>
<li><em>Sept. 9:</em> Beatles Rock Band released</li>
</div>
<p><strong>Josh Randall:</strong> I&#8217;ve been working on the game since we first started talking about the idea of doing Beatles Rock Band. I was on the front lines between Harmonix and Apple Corps and the shareholders &#8212; the shareholders are Paul and Ringo, and Yoko, and Olivia Harrison. So, we had most of the company working on it &#8212; we&#8217;re about 300 people now, so most of us were focused on that. </p>
<p><strong>Blast editor John Guilfoil: What was the first game you worked on here? </strong></p>
<p><strong>JR:</strong> Frequency. Before Harmonix, I was with Looking Glass Studios. We did Thief and System Shock. </p>
<p><strong>Blast&#8217;s Ben Lindbergh: Now that you&#8217;re so close to release, are you looking back and reflecting on all the things that had to come to come together for this to become a reality? Does it seem like something you couldn&#8217;t have imagined happening a few years ago, with all the people and companies involved? </strong></p>
<p><strong>JR:</strong> There&#8217;s definitely been some reflection. Yeah, it&#8217;s been amazing. I still kind of &#8212; I have to say, I&#8217;m still waiting to see it on the shelves before I can actually relax. Because it was so secret for a really long time, that it was really tricky to sort of, every day &#8212; like, every email that I sent, I&#8217;d have to recheck all the people that that I was sending to, just to make sure. You know, like, &#8220;ËœAm I going to blow it today? Oh, I didn&#8217;t blow it today! All right, great, it&#8217;s good till tomorrow!&#8217;  But yeah, it&#8217;s been a pretty amazing journey for everyone involved. </p>
<p><strong>BL: How receptive were the shareholders initially? I know it was an idea that came, at least in part, from George&#8217;s son. Was it something that they had to be convinced to do? Something that appealed to them immediately? </strong><div id="attachment_24932" class="wp-caption alignright" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5599.JPG" rel="lightbox[24929]" title="Beatles Rock Band has been Randall&#039;s biggest challenge in more than 10 years with Harmonix (Darcy Hofmann for Blast)"><img src="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5599-300x199.jpg" alt="Beatles Rock Band has been Randall&#039;s biggest challenge in more than 10 years with Harmonix (Darcy Hofmann for Blast)" title="Beatles Rock Band has been Randall&#039;s biggest challenge in more than 10 years with Harmonix (Darcy Hofmann for Blast)" width="300" height="199" class="size-medium wp-image-24932" /></a><p class="wp-caption-text">Beatles Rock Band has been Randall's biggest challenge in more than 10 years with Harmonix (Darcy Hofmann for Blast)</p></div></p>
<p><strong>JR: </strong>It&#8217;s funny, Alex, our CEO, I remember talking with him years ago, and he was like, &#8220;ËœYeah, someday we&#8217;re going to do a Beatles game!&#8217; I was like, &#8220;ËœHa ha ha, that&#8217;s hilarious.&#8217; And then, I guess Dhani (Harrison) had been a fan of our earlier games, and somehow met the head of MTV, Van Toffler. And Van was like, &#8220;ËœOh, well we just acquired Harmonix, you should talk to Harmonix.&#8217; So Dhani met with Alex, and they sort of kicked around a Beatles Game. </p>
<p>My interaction with all the shareholders was amazing. It was like they understood, just looking at what we showed them &#8212; you know, our first meetings were just showing them Rock Band and talking about our experience with Rock Band, and how we find that it&#8217;s encouraging people to play music, or to have a deeper understanding of the music they already love.  </p>
<p>So I think they got that, and then once we started talking about some of the creative things we could do, I think they started getting excited, when they realized, &#8220;ËœOh, this is going to be like a new edition to the Beatles catalog, this is the real deal.&#8217; So, with that in mind, they all really pushed us to do new stuff. </p>
<p><strong>BL: You put a demo together for them initially, right? Did they play it, or did they just watch it? </strong></p>
<p><strong>JR: </strong>They watched us play it. It was basically, I think it was a few (Beatles) songs that you could play in Rock Band, and then there was a video, where we had spent a few months basically sculpting all the heads of the Beatles in 3-D, and sort of stuck them into the game, but didn&#8217;t have them animating, they were all just sort of posed. But our game engine used camera cuts and stuff to make it look almost like the Budokan concert, and we showed them that. They could use their imaginations to figure out where that was going to go. </p>
<p><iframe src="http://rcm.amazon.com/e/cm?t=blasmaga-20&#038;o=1&#038;p=15&#038;l=st1&#038;mode=videogames&#038;search=rock%20band&#038;fc1=000000&#038;lt1=_blank&#038;lc1=0E3B6F&#038;bg1=FFFFFF&#038;f=ifr" marginwidth="0" marginheight="0" width="468" height="240" border="0" frameborder="0" style="border:none;" scrolling="no"></iframe></p>
<p><strong>JG: Obviously this game was a challenge, and every project you take on was difficult, but what was it like having Paul McCartney kind of correct you, and say, &#8220;ËœNo, that is not how I stand, this is how I stand!&#8217;  Did that, overall, make it a lot more difficult for you? What was that like? </strong></p>
<p><strong>JR: </strong>I think the biggest challenge for us on this project was really just the fact that most video games don&#8217;t look good until, really, the last month of production. And so, we were in a situation where we really wanted to show progress, and show that, like, &#8220;ËœYou guys are going to look amazing in the game, and the whole game is going to be fantastic and look gorgeous. </p>
<p>But, it was more like, &#8220;ËœRight now all we can show you is that we&#8217;ve got guys on stage, and they&#8217;re kind of goofy because we might not have perfected all the technology&#8217; or whatever. And so what we wound up doing was basically having a lot of visual milestones, where we would have to, pretty early on in production, push to have a demo that would maybe show like 3 or 4 songs, but they would be sort of like proof of concepts. Like, &#8220;ËœHere&#8217;s what the guys look like in these outfits, here&#8217;s what they look like when they move, here are some of the venues&#8217; and stuff like that.  </p>
<p>And every time we would get to one of those milestones, me and some of the team would get on a plane over to Abbey Road, or go to New York, or wherever we had to go, to basically sit with the Apple Corps shareholders, get their feedback, and discuss it. And then we&#8217;d get their feedback and be like, &#8220;ËœOkay, we&#8217;ll see you guys in a few weeks&#8217; and then we&#8217;d iterate it and come back. So, trying to sort of push the visual quality earlier in the pipeline is really tricky. Sometimes you just need that time to get all the little nuances right. So, we would have certain meetings where we&#8217;d go, &#8220;ËœHey, it&#8217;s Shea Stadium, and it&#8217;s huge, and it&#8217;s awesome, and there&#8217;s a crowd, and there&#8217;s all this stuff&#8217; and Apple&#8217;s like, &#8220;ËœYeah, but they&#8217;re not singing into their microphones.&#8217; And we were like, &#8220;ËœOh, yeah yeah yeah. Next milestone, next milestone!&#8217; And they&#8217;re like, &#8220;ËœYeah, but&#8221;&quot;&#8217; and we&#8217;re like, &#8220;ËœNo, it&#8217;ll be good!&#8217; <div id="attachment_24933" class="wp-caption alignright" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5589.JPG_588.JPG" rel="lightbox[24929]" title="Before Harmonix, Randall was with Looking Glass Studios working on Thief and System Shock. (Darcy Hofmann for Blast)"><img src="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5589.JPG_588-300x204.jpg" alt="Before Harmonix, Randall was with Looking Glass Studios working on Thief and System Shock. (Darcy Hofmann for Blast)" title="Before Harmonix, Randall was with Looking Glass Studios working on Thief and System Shock. (Darcy Hofmann for Blast)" width="300" height="204" class="size-medium wp-image-24933" /></a><p class="wp-caption-text">Before Harmonix, Randall was with Looking Glass Studios working on Thief and System Shock. (Darcy Hofmann for Blast)</p></div></p>
<p>And after a while, those guys started to trust us. When I said, &#8220;ËœAll right, trust me, next month you&#8217;ll see all this stuff&#8217; and then we would deliver, and then they&#8217;d be like, &#8220;ËœOkay.&#8217; </p>
<p><strong>JG: Was there a specific nuance that really stuck out that one of the shareholders made happen, and said, &#8220;ËœNo, this is how you&#8217;re going to do this, this is how this is going to look?&#8217; Was there one particular thing that one of the shareholders kind of walked you through? </strong></p>
<p><strong>JR:</strong> No, I think it was more like helping us find our way through stuff. I think that just meeting with any of them, they could sort of help, like&#8217; Oh, actually, if you really want to capture the spirit of this particular Beatle, you should do this and this and this.&#8217; Or sometimes they didn&#8217;t know the technical terms to be able to guide us to where we should go, but they would be able to say, &#8220;ËœOh, well&#8221;¦&#8217; Like, our John model wasn&#8217;t that good for a while, because he was slightly stooped over a little bit, and talking like Yoko, she was like, &#8220;ËœNo, he was way more powerful-looking than that, he should look better than that.&#8217;  And we were like, &#8220;ËœOkay, what is it, what does she mean by that?&#8217;  And we went back and looked at all the footage, and you watch John when he plays, and he&#8217;s just like (mimics John Lennon). Just totally owning 50,000 people. And it was like, &#8220;ËœOh, okay, I get it.&#8217;  </p>
<p>So we basically just took his skeleton and bent him back, and made him always sort of look down his nose, and it was like, &#8220;ËœHey, it&#8217;s John.&#8217; It was just stuff like that that they sort of pushed to capture that spirit. Paul sat with Chris Foster, and I think we had written a few things, and he was just like, &#8220;ËœNo, actually that&#8217;s not how it happened.&#8217; I think Paul realized, &#8220;ËœOh, now I can finally clear the air on a lot of this stuff, or I can put down how I remember it.&#8217; </p>
<p>It&#8217;s weird, because that&#8217;s one guy out of four, and he remembers it that way. So we had to sort of talk to him, then basically I think what Chris did was have all of his facts straight from a bunch of different books, and when he walked in or when he talked with Paul, he could be like, &#8220;ËœAll right, well this guy reports that it was this way, and this guy reports that it was this way.&#8217; And Paul would be like, &#8220;ËœOh, well maybe it was this way.&#8217; It was a long time ago. </p>
<p><strong>JG: You mentioned kind of being part of the Beatles catalog with this game. With all the previous music games, both of the major competitors, there are dozens of dozens of bands poured into the game, there are hundreds of songs now, and it&#8217;s a game. How do you feel about how now you have all the Beatles albums &#8212; and Beatles Rock Band? It&#8217;s got all the intimate details, and their outtakes and stuff. How do you feel about this game not being just a collection of songs, but actually part of Beatlemania? </strong></p>
<p><strong>JR:</strong> It&#8217;s amazing. For us to be a part of that is really like a dream come true. And I think that when we were showing it to the shareholders, they sort of realized, &#8220;ËœOh, this is the new Anthology.&#8217; That&#8217;s what they were saying. And &#8220;ËœThis is the way that kids are going to be introduced to us now.&#8217;  And so, they were like, &#8220;ËœMake sure this is right!&#8217; And we were like, &#8220;ËœOkay!&#8217; So I think what we tried to do is really sort of make the game feel like it came through them. We wanted it to feel like the Beatles in-game. It hasn&#8217;t totally hit me yet, but I&#8217;m sure in a few years, I&#8217;ll look back at this time and think, &#8220;ËœWhoa, that was really cool.&#8217; </p>
<p><strong>JG: What do you think is the most epic part of the game? The one that&#8217;s really going to capture new fans, and make our moms scream and cry when they see it? </strong><div id="attachment_24934" class="wp-caption alignright" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2009/09/Rooftop.jpg" rel="lightbox[24929]" title="One of the challenges Harmonix faced was showing the Beatles shareholders their progress over months and months of building the game. They created milestones to show specific aspects of development."><img src="http://blastmagazine.com/wp-content/uploads/2009/09/Rooftop-300x168.jpg" alt="One of the challenges Harmonix faced was showing the Beatles shareholders their progress over months and months of building the game. They created milestones to show specific aspects of development." title="One of the challenges Harmonix faced was showing the Beatles shareholders their progress over months and months of building the game. They created milestones to show specific aspects of development." width="300" height="168" class="size-medium wp-image-24934" /></a><p class="wp-caption-text">One of the challenges Harmonix faced was showing the Beatles shareholders their progress over months and months of building the game. They created milestones to show specific aspects of development.</p></div></p>
<p><strong>JR:</strong> Oh, yeah. Well, I think there are a few dreamscapes in there that have really had an emotional impact on people. I think it depends on what your relationship is to the Beatles. For my mom, she was more into the early pop stuff, and so when she&#8217;s seen the stuff in the Sullivan show, she actually remembers watching that on TV, or seeing the Shea Stadium concert. She gets caught up in the sort of Beatlemania, fan aspect of it. But I&#8217;ve seen other people really respond to dreamscapes. &#8220;ËœHere Comes the Sun&#8217; that one in particular is really moving. And I think that for me, the most moving one is either &#8220;ËœHere Comes the Sun&#8217; which still makes me smile every time I play it &#8212; I&#8217;ll get like halfway through the song, and think &#8220;ËœThis is cool&#8217; and then something will happen on-screen, like the guys will look at me or the sun will come up or something, and I&#8217;m like, &#8220;ËœOh, this is awesome.&#8217; The one that&#8217;s probably most epic is &#8220;ËœSgt. Pepper&#8217; just because that was our biggest one. That one took a long time, and you&#8217;re sort of going from one place to another, and all this stuff. Another one that, for me, is pretty moving, is the &#8220;ËœWithin You Without You/Tomorrow Never Knows&#8217; that&#8217;s another that&#8217;s really trippy and has some good shots of George looking at you, and the drums are really awesome. </p>
<p><strong>BL: Does the fact that you&#8217;re dealing with such an iconic band, and the fact that most people will be coming into it knowing not only the music, but the visuals, the way these guys acted, and some of the history, did that make your job easier, knowing that there would be some currency among the players, or did it make it more difficult because you had to conform to those expectations? </strong></p>
<p><strong>JR:</strong> I think it was basically like, &#8220;ËœOh, great, everyone&#8217;s going to know these songs already. That&#8217;s awesome.&#8217; And I think that happened with the whole vocal harmony feature, where it&#8217;s like, people already know how to sing the main part, so if they want to reach and try to sing the harmony parts, they at least have that foundation there. So, there was that. But more than that, it was the challenge of like, &#8220;ËœOkay, we now have to make four of the most recognizable people in the world, and make their 3-D avatars look good.&#8217; And that&#8217;s incredibly daunting. And then with the dreamscapes, that was another one where people have had this music in their heads for their whole lives, and every time they hear this music, they get a certain image in their head of what this song looks like. And so, we were pressed with coming up with these, basically interactive music videos, that somehow meet or exceed the visuals that they have in their heads. Which was like, &#8220;ËœI hope we don&#8217;t screw this up&#8217; you know? </p>
<p><strong>BL: Was there every any consideration of going with a hyper-realistic look, or was it always sort of a toned-down, Rock Band, cartoony version? </strong></p>
<p><strong>JR: </strong>I think that we very early on realized that the closer you get to hyper-real, the closer you get to the <a href="http://en.wikipedia.org/wiki/Uncanny_valley">Uncanny Valley</a>, where it&#8217;s like the closer it gets to human, but is not, your brain is like, &#8220;ËœHey, that&#8217;s not a human!&#8217;  and instantly picks it out. So, we were all really concerned about that. We didn&#8217;t want these guys to be creepy. We wanted them to be cute and lovable and have all the charisma that the real guys do. If you watch these guys play live, there&#8217;s just so much joy that pours out of these guys, and they&#8217;re so clever. They always seemed like they had some sort of inside joke while they were playing, little smirks and things like that. So we really tried to go in and identify that stuff, and sort of put that into our characters. But I think if we had gone for a more realistic thing, it just would&#8217;ve come off creepy. You just can&#8217;t do it yet. Maybe at some point your brain will not care, but right now, it&#8217;s like&#8221;&quot;especially if there are still movies that are kind of creepy in that way when they try to make 3-D humans, trying to do it on a game console is really hard. </p>
<p><strong>BL: Was there any consideration ever given to trying to cram a second guitar note chart onto the screen, or did you always know that you were going to try to compress them into one? </strong></p>
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<p><strong>JR: </strong>Yeah, I think that early on, we sort of realized that doing our standard Rock Band thing of taking all the guitars and putting it on one track was going to be more fun, because then you&#8217;d have, you know, when you design a Rock Band &#8220;level&#8221; when you&#8217;re looking at a song, you want to make sure that each player has enough note content to last the entire song. So, if there are these big, long pauses while you&#8217;re waiting for someone else to play something, then it gets kind of boring. So I think if we had two guitar tracks, then that&#8217;s probably what would happen. Each person would have a track that was kind of spotty. So I think we all just kind of quickly were like, &#8220;ËœYeah, just put it all on one track to make it fun to play all the way through.&#8217; </p>
<p><strong>BL: Did you ever worry that maybe the Beatles, despite their popularity, weren&#8217;t the band best-suited for a game like this, because of their experimentation, the unusual instruments, the fact that they don&#8217;t really fit into the &#8220;rock god&#8221; paradigm? </strong></p>
<p><strong>JR:</strong> Well, they don&#8217;t shred, right? That was one thing that was just like, &#8220;ËœOh, well, there aren&#8217;t a million insane guitar solos&#8217; so just from a difficulty standpoint, in the beginning I was like &#8220;ËœWell, how is this going to work?&#8217;  And then once we added vocal harmonies and were basically having people play an instrument and sing in harmony like the Beatles did, it&#8217;s really challenging. So I think for people who want a challenge out of this game, it&#8217;s like, &#8220;ËœHey, the Beatles could do it &#8212; can you do it?&#8217; That sort of thing.  </p>
<p><strong>JG: What&#8217;s your favorite song on the list so far? </strong></p>
<p><strong>JR: </strong>It kind of changes, you know? I think I&#8217;m still psyched about &#8220;Sgt. Pepper&#8221; because that&#8217;s my favorite Beatles song, going back to when I was a kid, and favorite album. But it depends on my mood. We definitely play the game around here a lot. When we were making the game, we&#8217;d play the game just to sort of blow off steam, which was great. I&#8217;d sort of go between, if I needed to chill out, I&#8217;d play &#8220;ËœHere Comes the Sun&#8217;  if I needed to blow off steam, I&#8217;d play &#8220;ËœHelter Skelter&#8217;  or some of the early tracks that are pretty fast and fun, and we&#8217;d sort of clear our minds to go back and finish working. But I think probably &#8220;ËœSgt. Pepper.&#8217; </p>
<p><strong>JG: On the question of the two major music games out there: Guitar Hero was a phenomenon that Harmonix brought into the world, really introduced everyone to. And for the last couple of years, Guitar Hero has still been &#8212; when people think of music games, the first thing they think of is Guitar Hero. With Rock Band, you really turned a corner, and really got people thinking about the multiplayer aspect of this. Do you think Beatles Rock Band finally kind of comes full circle for Harmonix, that now you&#8217;ve kind of taken back the throne of the music gaming world? </strong></p>
<p><strong>JR: </strong>I don&#8217;t know. I guess for me, I&#8217;m still surprised that there are other people making music games besides us. When I started, there was Harmonix, and then these Japanese companies, whose games didn&#8217;t really come over to the States. So, now I think that it&#8217;s a really interesting time, that there are all these people making music games. And I think for people that love music, it&#8217;s a fantastic time. As far as the throne, or the king or whatever, I don&#8217;t really have a comment on that. I&#8217;m just really amazingly psyched that the Beatles chose to work with us, and I&#8217;m so proud of my team for what they were able to accomplish. And I really hope people will love it when it comes out. I think it&#8217;s an amazing game, and I think pairing the music and story of the Beatles with our gameplay is &#8212; well, it&#8217;s really fun. </p>
<p><strong>BL: Could you see yourself doing another band-centric game in the future, or would it just be all downhill from here? </strong></p>
<p><strong>JR:</strong> Oh, it&#8217;s all downhill. (jokes) I don&#8217;t know. I&#8217;m taking a vacation. (laughs) It would be cool to work with other bands if they were cool and creative and wanted to engage with us on a creative level. I&#8217;m kind of up for anything. </p>
<p><strong>JG: Is there a band that&#8217;s not been in a Rock Band game that you&#8217;d really like to work with? </strong></p>
<p><strong>JR: </strong>I don&#8217;t know. I&#8217;m actually a big techno guy, so there are a bunch of bands or types of music that I&#8217;d like to see in our games again, but I already got to make a bunch of those games ten years ago, so I&#8217;m not complaining. </p>
<p><strong>BL: How much more effort goes into prepping one track for this game, as compared to one track for Rock Band, where you&#8217;re not necessarily having to tailor the video to a specific band, and maybe you&#8217;re not having to deal with audio that&#8217;s from 45-year-old two-track sources? How much more effort goes into a single track of this game than would go into downloadable content for Rock Band 2? </strong></p>
<p>JR: Right. Well, Rock Band is made in a pretty modular way, that allows you to&#8221;&quot;talking about offering stuff. Our venues are set up in a way that basically for any song, it&#8217;ll sort of look good in any venue. For the Beatles Rock Band, since we have this concept of dreamscapes, we wound up making a bunch of graphical assets that are really specific to that one song, which is just a mammoth undertaking. Also, we had never done that stuff before. You know, we&#8217;d never had guys walking through a field or anything like that. So, from that standpoint, that&#8217;s a huge production difference, custom-crafting all the graphics for each individual song. </p>
<p><strong>BL: Does that limit the scope of what you&#8217;re looking to do with the DLC at all? </strong></p>
<p><strong>JR: </strong>Actually, no. What we did, which was tricky, was we made, for songs that are going to wind up in dreamscapes in DLC, there&#8217;s actually stuff that&#8217;s on the disk that you haven&#8217;t seen yet. So when new DLC songs come out, that&#8217;ll help conserve new custom assets for that. And then some stuff is going to be, almost doing a mash-up of the stuff that you&#8217;ve seen before. So you might revisit certain dreamscapes that have been tweaked out or changed in different ways. We tried to come up with a modular system that would work for these dreamscape elements as well. If there were time, it would be cool to like, for every single song, go really deep and make it totally custom for every DLC song. But I think the level of customization that you&#8217;ll see is actually really good. </p>
<p><strong>BL: Are you looking at making the whole catalogue available eventually, or is that a little ambitious? </strong></p>
<p><strong>JR: </strong>Yeah, it&#8217;s a little ambitious. I think right now we&#8217;ve got three albums that we&#8217;ve announced, plus the &#8220;All You Need is Love&#8221; single. It would be cool to keep going.</p>
<p><em>John M. Guilfoil and Marc Normandin of the Blast staff and Blast correspondents Steve Bagley and Darcy Hofmann contributed to this report.</em></p>
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		<title>Beatles Rock Band: Harmonix lead artist Dare Matheson</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/beatles-rock-band-harmonix-lead-artist-dare-matheso/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/gaming-news/beatles-rock-band-harmonix-lead-artist-dare-matheso/#comments</comments>
		<pubDate>Wed, 02 Sep 2009 06:20:46 +0000</pubDate>
		<dc:creator>Ben Lindbergh</dc:creator>
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		<description><![CDATA["Tell Me What You See"]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>CAMBRIDGE &#8212; Lead Artist Dare Matheson&#8217;s job isn&#8217;t easy: as the man in charge of digitizing the Beatles&#8217; likenesses, he&#8217;s steering clear of the Uncanny Valley while treading lightly over four decades of popular culture, the visual legacy of the world&#8217;s most famous band, and most importantly, the power of the imagination. We sat down with Dare to discuss 21st-century psychedelia, the liability of literality, and the wonders of Paul McCartney&#8217;s eyebrow.<div class="wp-caption alignright" style="width: 310px"><p class="wp-caption-text">Listen to Blast's entire, unedited interview with Dare Matheson</p></div></p>
<p><strong>Blast editor John Guilfoil: Well, we&#8217;ve talked to the audio guys already, and the project lead on the game. You had to kind of take the audio and the concept and all the orders from the shareholders and crew and make it look good. What was part of the challenge of doing that?</strong>
<div id="downbox" style="font-size:x-small;"><strong>The Timeline:</strong>
<ul>
<li><em>Oct. 30, 2008:</em> <a href="http://blastmagazine.com/the-magazine/technology/2008/10/applemtv-to-bring-the-beatles-to-video-games/">Blast reports Beatles Rock Band under development</a></li>
<li><em>March 5:</em> <a href="/the-magazine/gaming/gaming-news/2009/03/the-beatles-rock-band-slated-for-september-release/">Beatles Rock Band gets 9/9/09 release date</a></li>
<li><em>June 3:</em> <a href="/the-magazine/gaming/gaming-news/2009/06/e3-2009-harmonix-ceo-alex-rigopulos-interviewed-by-blast/">Blast interviews Harmonix CEO Alex Rigopulos at E3</a></li>
<li><em>June 10:</em> <a href="/the-magazine/gaming/gaming-news/2009/06/the-best-of-e3-2009/">Blast ranks Beatles Rock Band among the best games seen at E3 2009</a></li>
<li><em>Aug. 18:</em> <a href="/the-magazine/gaming/gaming-news/2009/08/all-but-one-song-on-the-beatlesrock-band-revealed/">Most of the track list is revealed</a></li>
<li>
<em>Aug. 25:</em> <a href="/the-magazine/gaming/gaming-news/2009/08/beatles-rock-band-tv-spot-is-trippy-man/">TV Spot</a></li>
<li><em>Sept. 9:</em> Beatles Rock Band released</li>
</div>
<p><strong>Dare Matheson:</strong> What wasn&#8217;t part of the challenge of doing that? Obviously, it&#8217;s like you&#8217;re taking some of the most iconic popular music, and everybody who likes the Beatles, and who&#8217;s listened to the Beatles, has their own sort of connection with it. People listen to the lyrics, and have their own interpretations and visualizations that go along with it. </p>
<p>It&#8217;s sort of like, with the historical venues, that&#8217;s sort of one thing, and that&#8217;s really tied up in our interpretation of the characters and the settings. Maybe I&#8217;ll just speak to that really quickly and then go to the dreamscapes, because I think that&#8217;s really where things get crazy, and that&#8217;s really where the biggest challenge for us in the game was. So, with the characters, we really wanted to get something that felt&#8221;&quot;you know, there&#8217;s a whole range of ways that the band has been depicted in terms of art. Everybody&#8217;s familiar with their likenesses and their personalities, and the emotions that they show on their face, so we really wanted to get the emotional side across. They&#8217;ve been depicted in, for example, the Yellow Submarine movie, which is a great reductive approach to them that could represent the furthest extreme of what we could&#8217;ve done. And we like that style, we like that look. But it felt like that would be too limited for the majority of the experience, for a total experience of the band in this medium. So we kind of looked at that possibility.</p>
<p>What we wanted to do was get something that immediately was familiar as the Beatles, had all of their unique identity and personality that could show through for the four guys, that people could pick up on and really connect with, and have it be a bit stylized. Because on the one extreme would be going too cartoony, and you wouldn&#8217;t get enough of the identity and richness of connection &#8212; you&#8217;ve seen photos and footage and all that, so it could be sort of like you go too far in that direction. The other danger would be to go sort of too realistic, and you know how it is in games where it&#8217;s like, you see something where somebody&#8217;s trying to make a real person, and it just looks creepy, and it just looks kind of scary and kind of gross, so we wanted to avoid that.<div id="attachment_24412" class="wp-caption alignright" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2009/09/NO-HUD-05.jpg" rel="lightbox[24408]" title="The dreamscapes Matheson helped create add to the Beatles experience in the game."><img src="http://blastmagazine.com/wp-content/uploads/2009/09/NO-HUD-05-300x169.jpg" alt="The dreamscapes Matheson helped create add to the Beatles experience in the game." title="The dreamscapes Matheson helped create add to the Beatles experience in the game." width="300" height="169" class="size-medium wp-image-24412" /></a><p class="wp-caption-text">The dreamscapes Matheson helped create add to the Beatles experience in the game.</p></div> </p>
<p>So that was the key, and that&#8217;s the thing that stands true whether you&#8217;re talking about the historical venues or the dreamscapes. With the historical venues, we really just looked at a lot of the archival footage, and we really tried to get a sense of the atmosphere, and that&#8217;s the thing that we went for, we went for the atmosphere and tried to find, for each one of the five historical venues, that each one of them had a distinctive atmosphere from each other, and it so happened that we did. In some cases, we exaggerated a little bit. </p>
<p>For example, Budokan was &#8212; you know, typically in these games we go from a smaller venue setting to a bigger one, showing a sort of career arc there. And in this case, Budokan was a smaller place than Shea Stadium, and Budokan happened afterwards. So in the case of Budokan, we didn&#8217;t want it to feel like a letdown, so we exaggerated the verticality of Budokan, and really had it feel like this sort of compressed version of a giant arena. And the stage in Budokan is &#8212; I think the real stage was something like 12 or 15 feet, really tall, just this giant blue plan box &#8212; so we even exaggerated that a little bit further, and just made everything feel like it was going &#8220;Ëœup.&#8217;</p>
<p>From the beginning, with the psychedelic dreamscapes, when we showed an early prototype of a dreamscape &#8212; it wasn&#8217;t even a prototype, it was just a storyboard, an animatic &#8212; to Giles Martin, it was this idea that the band would depart from Abbey Road, and they would change into more psychedelic outfits, and they&#8217;d be in a magical land. And Giles was like, &#8220;ËœOkay, that&#8217;s cool. Looks good. I just want to make sure that you guys don&#8217;t hold back.&#8217; And he&#8217;s like, &#8220;ËœMake sure this is as psychedelic as you can make it.&#8217; Because, going to a magical land &#8212; I think the land in our animatic looked a little bit like the Yellow Submarine movie, and he basically said, &#8216;Okay, that was psychedelic in the sixties, but what&#8217;s psychedelic now? You guys have to bridge the gap, because something that is truly psychedelic is something that is a new experience.&#8217;<div id="attachment_24410" class="wp-caption alignright" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5614.jpg" rel="lightbox[24408]" title="You&#039;re taking some of the most iconic popular music, and everybody who likes the Beatles, and who's listened to the Beatles, has their own sort of connection with it, Matheson said. (Darcy Hoffman for Blast)"><img src="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5614-300x199.jpg" alt="You&#039;re taking some of the most iconic popular music, and everybody who likes the Beatles, and who's listened to the Beatles, has their own sort of connection with it, Matheson said. (Darcy Hoffman for Blast)" title="You&#039;re taking some of the most iconic popular music, and everybody who likes the Beatles, and who's listened to the Beatles, has their own sort of connection with it, Matheson said. (Darcy Hoffman for Blast)" width="300" height="199" class="size-medium wp-image-24410" /></a><p class="wp-caption-text">You're taking some of the most iconic popular music, and everybody who likes the Beatles, and who's listened to the Beatles, has their own sort of connection with it, Matheson said. (Darcy Hoffman for Blast)</p></div></p>
<p>So, that was our big call for ourselves, that in the dreamscapes, and in the style of the game generally, we wanted to find something that &#8212; you know, the Beatles&#8217; music, the most amazing music, happened forty years ago. So, we&#8217;re trying to find something that will feel authentic and connect clearly and well with that time, for people now, so that people who were there then and saw the Beatles will immediately connect with it, and yet people who have never heard of the Beatles, who see this game and will be able to experience them for the first time, it will feel connective for them, as well.</p>
<p><strong>Blast&#8217;s Ben Lindbergh: How much of a help or hindrance was it that the Beatles have this legacy of visual creativity themselves? We didn&#8217;t get to see your dreamscape for &#8220;I Am the Walrus&#8221; but I&#8217;ve read that it sort of mimics the Magical Mystery Tour ethos that they created. Is that something that made you feel constrained by what they had done in that area already, or did that free you to be even more creative?</strong></p>
<p><strong>DM:</strong> No, it was awesome. First of all, they set the bar high, and so there&#8217;s a ton of rich material there. There&#8217;s all the album art, there&#8217;s their movies, their crazy clothes, their avant garde look, the music itself. It&#8217;s like they shot for the skies, so there&#8217;s a ton of rich material to draw from, for one thing. For the second thing, they &#8212; Apple Corps, and the shareholders themselves and everybody we worked with &#8212; were very encouraging of us to not hold back. So, basically, as opposed to what you might think could happen with sort of a &#8220;Ëœbrand&#8217; that is from that far away of an era, there&#8217;s a chance that it could have become rigid, and only presented to the world in a certain way that&#8217;s comfortable for them. But no, they totally wanted&#8221;&quot;once we gained their trust, once they saw that we had people that could interpret the Beatles, and they were comfortable with that&#8221;&quot;they really encouraged us to go nuts. You know, they told us what they thought, we had weekly calls with them, and we worked through everything together, but they were very encouraging of that. So, again, on another level, it was not constraining. And I thought there was a third thing, but, there&#8217;s only two.</p>
<p><strong>JG: Building the characters themselves, the four guys on the stages, were there specific things that the shareholders would insist on, or were there things that you really wanted to make sure you captured, like the way someone stood, or the way someone strummed the guitar, or the way Ringo banged the drums? Were there certain things about the Beatles, when building the characters, that you were encouraged not to miss?</strong> </p>
<p><strong>DM:</strong> Well, first of all, we absolutely set that challenge for ourselves. We knew that we wanted to make the characters look, visually, a little bit reductive &#8212; you know, they don&#8217;t have skin pores, and we sort of buffed out certain areas of detail to try to find the distilled version of Paul McCartney&#8217;s face. But we really wanted the animation to feel very much like them. So we really tried to nail the movements and the little nuances. We tried to pick up everything little nuance. Generally, peoples&#8217;  faces are much more expressive than you find in videogames, and much more nuanced. And we tried to get that. Somebody told me recently &#8212; maybe it was a cover band or something &#8212; got a hold of one of the demos and was like, &#8220;ËœOh, this will be the acid test for this game &#8212; did they pick up on Paul&#8217;s crazy, weird, extra eyebrow motion on one side? They got it, they got it!&#8217; We concentrated on Paul&#8217;s eyebrow for like a week straight.<div id="attachment_24413" class="wp-caption alignright" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2009/09/Pepper_hud.jpg" rel="lightbox[24408]" title="One of Matheson&#039;s challenges was capturing the essense of The Beatles without crafting creepy, hyper-realistic computer people."><img src="http://blastmagazine.com/wp-content/uploads/2009/09/Pepper_hud-300x169.jpg" alt="One of Matheson&#039;s challenges was capturing the essense of The Beatles without crafting creepy, hyper-realistic computer people." title="One of Matheson&#039;s challenges was capturing the essense of The Beatles without crafting creepy, hyper-realistic computer people." width="300" height="169" class="size-medium wp-image-24413" /></a><p class="wp-caption-text">One of Matheson's challenges was capturing the essense of The Beatles without crafting creepy, hyper-realistic computer people.</p></div></p>
<p>But in answer to your question, we had our own bar set very high. And we actually got feedback directly from the shareholders. Most intensely, actually, from Olivia and Yoko. I think Paul and Ringo gave us feedback, but they were kind of like, &#8220;ËœYeah, I look awesome in that!&#8217; I think Yoko and Olivia have a legacy to maintain that goes beyond their own selves, so we got a lot of direct feedback from both of them, and it was super-helpful, incredibly useful. </p>
<p>A few of us went out to meet with Olivia in Friar Park out in England, and we brought the George model that we had at that point. And she opened up her private photo albums and showed us a bunch of pictures of George. And we earmarked some, and she had her assistant scan it and send it to us. And Yoko visited here, visited the office, and we looked at the game together. And she gave us a lot of detailed feedback on, specifically, &#8220;ËœWell, there&#8217;s something going on here, there&#8217;s a way that John is nodding his head that he just doesn&#8217;t do that, he wouldn&#8217;t do that.&#8217;</p>
<p>So somewhere along the way, we may have added in a little of our own thing, or a motion capture actor added in something extra, and that was something that Yoko didn&#8217;t find to be authentic, so we stripped that out. We had pages of notes. She was here for about four hours, and we had pages and pages of notes, and we just responded to that feedback. Super, super helpful.</p>
<p><iframe src="http://rcm.amazon.com/e/cm?t=blasmaga-20&#038;o=1&#038;p=15&#038;l=st1&#038;mode=videogames&#038;search=rock%20band&#038;fc1=000000&#038;lt1=_blank&#038;lc1=0E3B6F&#038;bg1=FFFFFF&#038;f=ifr" marginwidth="0" marginheight="0" width="468" height="240" border="0" frameborder="0" style="border:none;" scrolling="no"></iframe></p>
<p><strong>JG: What was it like being that hands-on with the band and the shareholders? Usually you&#8217;re dealing with dozens of bands, and you&#8217;re never really putting that much detail into what specific members of bands look like, like in Rock Band or Rock Band 2. What was it like having this level of detail, focusing on this one particular band?</strong></p>
<p><strong>DM:</strong> For me, it was great. I love it. I mean, I love Rock Band, and it&#8217;s sort of a platform, and that&#8217;s its purpose. But because of that, you&#8217;re automatically, things get more sort of dispersed. So it&#8217;s great for me. This game has been my favorite version of this type of game to work on, because the music &#8212; there&#8217;s something already that roots it and makes it consistent, and that is that it&#8217;s based on a real band that had an artistic legacy. And it was such an artistic legacy that, like with your question, it basically, we had the world to go after with this one.<div id="attachment_24409" class="wp-caption alignright" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5444.jpg" rel="lightbox[24408]" title="Blast got to play Beatles Rock Band at the Harmonix Studios in Cambridge (Darcy Hofmann for Blast)"><img src="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5444-300x199.jpg" alt="Blast got to play Beatles Rock Band at the Harmonix Studios in Cambridge (Darcy Hofmann for Blast)" title="Blast got to play Beatles Rock Band at the Harmonix Studios in Cambridge (Darcy Hofmann for Blast)" width="300" height="199" class="size-medium wp-image-24409" /></a><p class="wp-caption-text">Blast got to play Beatles Rock Band at the Harmonix Studios in Cambridge (Darcy Hofmann for Blast)</p></div></p>
<p><strong>BL: Do you feel that some of the customization options that were present in Rock Band or Rock Band 2, do you think that&#8217;s something that will be missed? As a fan, I don&#8217;t think it would be for me, but if there are players who take a lot of pleasure in dressing up their characters, or making them personalized, putting their stamp on them somehow, do you feel like that&#8217;s something that will be lacking here?</strong></p>
<p><strong>DM: </strong>Well, I think that the idea of a Beatles dress-up shop would be fun for some people, because obviously they had this very exciting, avant-garde fashion sense. But really, the choices that we made in terms of the design, and what we exposed to the player, we tried to keep everything to the core experience of the Beatles. And I think that that might be a fun novelty, but I don&#8217;t think that it would add to the game, and in fact, it kind of would subtract from it. And there are other places that we had to make concessions like that, but I think that with every choice we made, we tried to always go towards advancing this very core, Beatles-centric experience.</p>
<p><strong>BL: Do you feel that in the in-studio portions of the game, does the fact that the band was, at least by modern standards, pretty restrained in terms of their movements and actions on stage &#8212; obviously with the dreamscapes, you can kind of get away with it, but with those actual segments in a live setting, was there less for you to focus, less going on on the screen, less action?</strong></p>
<p><strong>DM: </strong>Well, the Beatles had a ton of energy on stage. I mean, they weren&#8217;t kicking over props or spewing fire or anything, but they had a tremendous amount of live energy. But yeah, in the studio, the great thing about the studio is, so, right, they&#8217;re not performing for an audience, they&#8217;re not performing for the camera, they&#8217;re performing for the audio track.  In the studio parts, every time they&#8217;re in the studio, and you see that in the game, the song ends up expanding out into a visual dreamscape. So it&#8217;s actually really cool, and this is something that we haven&#8217;t seen in these games before, where it&#8217;s a much more intimate feeling. So rather than having it be about, &#8220;ËœI&#8217;m performing to a million people&#8217; or whatever, it&#8217;s more about, you really do feel like you&#8217;re sitting there watching John Lennon close his eyes and rock his head back and just sing into the microphone, and you get this much more emotional thing that just sort of bravado and antics. Which is fine, too, but this is something a little bit nice to have in a Beatles game.</p>
<p><strong>BL: How much research did you do even before you put anything on paper?</strong></p>
<p>DM: Well, I&#8217;ve been researching this band since I was six years old. As a team, we did a ton of research, and in addition to other planning meetings and design meetings, we had, a couple times a week, we would spend an hour or two together. We spent, probably, several hours a week, just as a whole team, watching the Anthology, watching the movies, watching whatever we could get our hands on that would expand our knowledge. We were sending around emails with links to anything we could find. It was crucial. On the team, it goes from people who have been mega-Beatles fans since they were born because of their parents&#8217; record collections, to people who, it&#8217;s newer for them and they&#8217;re learning a lot about it. But it&#8217;s crucial for everybody to be experts, Beatles experts, so that&#8217;s what we went for.</p>
<p><strong>BL: Have you gotten a chance to see in person any of Paul&#8217;s recent concerts, where he had the footage playing behind him? Because for me, certainly, that would be pretty awesome.</strong></p>
<p>DM: Yeah, I did, actually. It was cool, yeah. It was great. I saw him at Fenway Park a couple weeks ago, and yeah, he had two songs where he played footage from the game. One song he had dreamscape footage, and another one, he used some of the Passion Pictures intro footage. Yeah, it was great. He talked about the game on stage, and it was really, really cool.</p>
<p><em>John M. Guilfoil and Marc Normandin of the Blast staff and Blast correspondents Steve Bagley and Darcy Hofmann contributed to this report.</em></p>
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		<title>Beatles Rock Band: Harmonix audio lead Eric Brosius</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/beatles-rock-band-harmonix-audio-lead-eric-brosius/</link>
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		<pubDate>Tue, 01 Sep 2009 15:59:21 +0000</pubDate>
		<dc:creator>Ben Lindbergh</dc:creator>
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		<description><![CDATA[Just Let Me Hear Some of That Rock and Roll Music ]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>CAMBRIDGE &#8212; Harmonix Music Systems audio lead Eric Brosius makes his living playing with the soundtrack to your life, and he&#8217;s never had more fun than with Beatles Rock Band. <div class="wp-caption alignright" style="width: 310px"><p class="wp-caption-text">Listen to Blast's entire, unedited interview with Eric Brosius</p></div></p>
<p>We talked to Eric about crossing Abbey Road, the fleeting nature of fame and the tyranny of two-track recordings.
<div id="downbox" style="font-size:x-small;"><strong>The Timeline:</strong>
<ul>
<li><em>Oct. 30, 2008:</em> <a href="http://blastmagazine.com/the-magazine/technology/2008/10/applemtv-to-bring-the-beatles-to-video-games/">Blast reports Beatles Rock Band under development</a></li>
<li><em>March 5:</em> <a href="/the-magazine/gaming/gaming-news/2009/03/the-beatles-rock-band-slated-for-september-release/">Beatles Rock Band gets 9/9/09 release date</a></li>
<li><em>June 3:</em> <a href="/the-magazine/gaming/gaming-news/2009/06/e3-2009-harmonix-ceo-alex-rigopulos-interviewed-by-blast/">Blast interviews Harmonix CEO Alex Rigopulos at E3</a></li>
<li><em>June 10:</em> <a href="/the-magazine/gaming/gaming-news/2009/06/the-best-of-e3-2009/">Blast ranks Beatles Rock Band among the best games seen at E3 2009</a></li>
<li><em>Aug. 18:</em> <a href="/the-magazine/gaming/gaming-news/2009/08/all-but-one-song-on-the-beatlesrock-band-revealed/">Most of the track list is revealed</a></li>
<li>
<em>Aug. 25:</em> <a href="/the-magazine/gaming/gaming-news/2009/08/beatles-rock-band-tv-spot-is-trippy-man/">TV Spot</a></li>
<li><em>Sept. 9:</em> Beatles Rock Band released</li>
</div>
<p><strong>Blast&#8217;s Ben Lindbergh: When you sat down to select the songs initially &#8212; I don&#8217;t know exactly who was involved in that &#8212; how much weight was assigned to the popularity of the song of the song or the success of the song, versus how much fun you thought it would be to play, or how easy it would be to represent with the notes? </strong></p>
<p><strong>Eric Brosius: </strong>We definitely considered both of those things, like we always do. Actually, that&#8217;s pretty much what we do in all of Rock Band, there&#8217;s always this balance between playability and how popular it is, and some songs are in there for different reasons. But yeah, we wanted to find&#8221;&quot;pretty much all the Beatles songs are famous, outside of just a few. They&#8217;re one of the rare bands where like 80 percent of the catalog is completely famous, and 20 percent is lesser known. So, it was pretty easy to find songs that we thought everyone would just love playing, but that were also giant hits.  </p>
<p>But we definitely looked at that, for sure. We also looked out for &#8212; you know, we wanted to grab songs from their entire career. From the beginning, and have roughly an equal number of songs from the different periods, just to make sure we hit all of their major albums and all of the time periods, and stuff like that. So it was just balancing those things together. There were some tricky things in the early songs, because some early songs were maybe harder to get, just because of the limited number of tracks that they had. So, we were always balancing that, and then we were talking to Giles Martin, who did all the actual mixing for us, because he knew the track layouts for every single song they&#8217;ve ever done, and he would always go, &#8220;ËœOh yeah, that&#8217;s problematic because of this, but this one I think we could do instead, because there&#8217;s some an extra tape of other stuff on here that we can use to make the song work.&#8217; </p>
<p><strong>BL: So he had some sort of software that would be able to pick out the instruments individually when there was only a two-track recording, and then separate them somehow? </strong><div id="attachment_24283" class="wp-caption alignright" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5607.jpg" rel="lightbox[24276]" title="Harmonix Music Systems audio lead Eric Brosius makes his living playing with the soundtrack to your life, and he's never had more fun than with Beatles Rock Band.  (Darcy Hofmann for Blast)"><img src="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5607-300x199.jpg" alt="Harmonix Music Systems audio lead Eric Brosius makes his living playing with the soundtrack to your life, and he's never had more fun than with Beatles Rock Band.  (Darcy Hofmann for Blast)" title="Harmonix Music Systems audio lead Eric Brosius makes his living playing with the soundtrack to your life, and he's never had more fun than with Beatles Rock Band.  (Darcy Hofmann for Blast)" width="300" height="199" class="size-medium wp-image-24283" /></a><p class="wp-caption-text">Harmonix Music Systems audio lead Eric Brosius makes his living playing with the soundtrack to your life, and he's never had more fun than with Beatles Rock Band.  (Darcy Hofmann for Blast)</p></div></p>
<p><strong>EB:</strong> Yeah. And sometimes with a two-track recording, it also depends on even what was on the tracks, because some things are easier to separate, and some things are not, just depending on how it was mixed. If it&#8217;s a two-track recording, and they had some things panned to one side, that&#8217;s easy to separate from stuff that&#8217;s in the middle or on the other side. If it was a two-track recording where the whole thing was a stereo wash right down the center, that makes it a lot harder. So he kind of knew, not just the number of tracks of each song, but kind of where things were, and whether we would have an easier time separating them. Because yes, you can separate stuff, but it&#8217;s not a perfect solution. Some songs are kind of easy to get nice, clean separation, and some songs are harder, so we used all of that knowledge together. </p>
<p><strong>BL: So then he would do all the work in Abbey Road, with some assistants, and then someone would come over here with a briefcase chained to his arm? </strong><div id="attachment_24285" class="wp-caption alignright" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2009/09/NO-HUD-03.jpg" rel="lightbox[24276]" title="Sometimes with a two-track recording, it also depends on even what was on the tracks, because some things are easier to separate, and some things are not"><img src="http://blastmagazine.com/wp-content/uploads/2009/09/NO-HUD-03-300x168.jpg" alt="Sometimes with a two-track recording, it also depends on even what was on the tracks, because some things are easier to separate, and some things are not" title="Sometimes with a two-track recording, it also depends on even what was on the tracks, because some things are easier to separate, and some things are not" width="300" height="168" class="size-medium wp-image-24285" /></a><p class="wp-caption-text">Sometimes with a two-track recording, it also depends on even what was on the tracks, because some things are easier to separate, and some things are not</p></div></p>
<p><strong>EB:</strong> Well, he knew all about the Beatles stuff and mixing, so he and his guy, Paul Hicks, were in charge of actually recreating the mixes. Because the first step is just to like bring up the tapes, transfer them to digital, and then recreate the mix. Because what&#8217;s on the raw tape doesn&#8217;t usually sound like the raw mix in music. So, they spent a lot of time doing that, just making sure it came out, and they can recreate all the effects if there weren&#8217;t effects. Because sometimes effects weren&#8217;t printed to tape, right, they were this old gear, so they spent a lot of time doing that. And then we would usually fly over there and spend like five days there when we were going to pick up a batch of songs, and where they would bring up the mixes they had, and we would do some further editing, deciding which parts are going to be our playable guitar part, and which parts are not.  </p>
<p>And then while we were at the studio, we&#8217;d bounce out the actual stems we needed for the game, and then we&#8217;d encode them into the final version that the game ships with right there, which was encrypted and high-security and all that kind of stuff. So we did everything there, and then we just brought the finished game assets back with us, because they were pretty keen on leaving all the original assets at Abbey Road, because they&#8217;re somewhat protective, as they should be. </p>
<p><strong>BL: Was the fact that the remasters were being developed simultaneously, was there any work that was able to be saved or shared there, or was it just two separate processes? </strong></p>
<p><strong>EB:</strong> It was pretty much two separate processes, because on things that we&#8217;re doing, we&#8217;re going back to the multi-tracks. I&#8217;m not sure what was done in the mastering process, but usually remasterings are just, you go back to the two-track mixes, and then you use modern mastering techniques. So it was kind of separate, what they were doing was totally separate. I mean, it&#8217;s nice that they&#8217;re going to release them at the same time, which kind of shows how enthusiastic Apple and the Beatles are, which is cool, but it was really two separate processes. </p>
<p><strong>Blast editor John Guilfoil: Can you kind of run our readers through the process of taking a song and putting it into Rock Band? </strong></p>
<p><strong>EB:</strong> Sure. So, for old songs like this, a lot of them are stored on magnetic tape. So the first thing to do is to transfer them to a digital format like Pro Tools, which is the standard that everyone uses. So you digitize all the tracks, and then the next step would be to take those and remix the song so it sounds like the original. Once the song is sounding good, with all the effects and levels balanced, then we bounce out stems, according to our specific needs, the ones we need in the game. Because we have one guitar player in the game, so if there are several guitars playing, at every given moment through the song, we decide which one is going to be the part you&#8217;re going to play. And that ends up being a composite of, maybe a little of John&#8217;s guitar here, maybe a little of George&#8217;s here, and that kind of thing.  </p>
<p>And we bounce out the stems that we actually need for the game, then we basically encrypt them, interleave them into a single file that our game reads. So we have that, and that&#8217;s the audio part of it, it&#8217;s fairly straightforward. And then we have a team of people here that kind of transcribe all the music, putting down all the gems that you see, laying down all the tracks and putting the lyrics in. And that&#8217;s basically kind of like transcription using MIDI files, basically. </p>
<p><strong>BL: So for someone who grew up listening to the &#8217;80s pressings of the CDs, or compressed .mp3 versions of the songs and hasn&#8217;t heard the remasters yet, would this be the cleanest and the best they&#8217;ve ever heard the Beatles, even though it&#8217;s meant for playing as well as listening, and so there are compromises that have to be made there? </strong><div id="attachment_24287" class="wp-caption alignright" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5472.jpg" rel="lightbox[24276]" title="Blast spent the day at Harmonix learning about the game and its development. (Darcy Hofmann for Blast)"><img src="http://blastmagazine.com/wp-content/uploads/2009/09/DSC_5472-300x199.jpg" alt="Blast spent the day at Harmonix learning about the game and its development. (Darcy Hofmann for Blast)" title="Blast spent the day at Harmonix learning about the game and its development. (Darcy Hofmann for Blast)" width="300" height="199" class="size-medium wp-image-24287" /></a><p class="wp-caption-text">Blast spent the day at Harmonix learning about the game and its development. (Darcy Hofmann for Blast)</p></div></p>
<p><strong>EB:</strong> I think so. And the thing that&#8217;s going to &#8212; yes, because part of the thing with Rock Band is, we&#8217;ll sometimes make some changes to the mixes. Sometimes, if there was a guitar part that was pretty buried in the original mix, but we want that to be the playable one, sometimes we&#8217;ll boost it a little bit so you can hear it more, because you want to hear the notes that you&#8217;re actually playing. So we always try to walk this line between &#8212; we don&#8217;t want to change history or anything like that, but with Giles&#8217; approval, we would sometimes alter things. You know, &#8220;ËœLet&#8217;s bring that up a little bit, because that&#8217;s going to be the playable part.&#8217; So there are some things like that.  </p>
<p>And the other really cool thing about the game is that, because most of our game is kind of featured around live stuff, most of the songs, we don&#8217;t have fadeouts in them, usually. And many times they went back to the way they actually played it in the studio, that usually had a proper ending. Because they&#8217;ll usually do the fade-out later, right in the mix. So in our game, a lot of times you get to hear the proper endings, which is really cool. So it&#8217;s like a little bit of extra material in most songs. And probably the biggest one is in &#8220;ËœHelter Skelter&#8217; we don&#8217;t do the big fade back in, so you get to hear the way they played it through, which is pretty cool, and I think Beatles fanatics will love that stuff. </p>
<p><strong>BL: Did you sit down initially and say, &#8220;ËœWe know we&#8217;re going to have forty-five songs&#8217;  and then get a list of the catalog and cross things out, or did you start with a blank page, and say, &#8220;ËœWe have to have this one, and we have to have that one?&#8217; </strong></p>
<p><strong>EB:</strong> Well, we knew that we were going to have roughly forty to fifty songs, but we didn&#8217;t know exactly until the whole deal was worked out. So basically, everyone wrote down sixty or seventy of their favorite songs, and it was a bunch of the higher-ups at Harmonix, and the people at Apple, and Giles, and everyone, and we all kind of got together and came up with about forty-five, and then once in a while Giles would say, &#8220;ËœOh, I know this one can&#8217;t work, because this was actually just recorded on one track&#8217;  and we would just kind of work it out.  </p>
<p>And then there would be a little bit of back-and-forth, of course, about, &#8220;ËœLet&#8217;s make sure that we have a good balance of Paul and John songs, so that we don&#8217;t just by accident have too many John songs and too many Paul songs&#8217;  and &#8220;ËœMake sure that we include the important George songs&#8217;  and all this balancing. Same thing we do when we select songs for Rock Band. You balance out a bunch of things&#8221;&quot;we want to have songs from different decades, different styles, different things, so the same kind of process went through. And then we presented what we thought was our song list to the shareholders, who were Yoko and Paul and Ringo and Olivia Harrison, and they would give us their two cents on it, and we would make some adjustments. The song list was fairly easy to do. </p>
<p><strong>BL: So they weren&#8217;t dictating anything, like &#8220;ËœThis song has to be in there, this one&#8217;s off-limits.&#8217; </strong></p>
<p><strong>EB:</strong> No. And the good thing is that Giles has worked with them before. He did the &#8220;Love&#8221; show, which is the big Cirque du Soleil thing in Las Vegas, he&#8217;s already kind of gone through this process with them, and he knows them very well, and they trust him. So that was one of the best things. Because we could kind of make all of our musical decisions, and if we got them blessed by Giles, then we were pretty confident that he could get them blessed by the important people. So, it made things very smooth. <div id="attachment_24288" class="wp-caption alignright" style="width: 310px"><a href="http://blastmagazine.com/wp-content/uploads/2009/09/Twist_And_Shout_hud.jpg" rel="lightbox[24276]" title="Three-part vocal harmony is part of what makes Beatles Rock Band different from all other music games"><img src="http://blastmagazine.com/wp-content/uploads/2009/09/Twist_And_Shout_hud-300x169.jpg" alt="Three-part vocal harmony is part of what makes Beatles Rock Band different from all other music games" title="Three-part vocal harmony is part of what makes Beatles Rock Band different from all other music games" width="300" height="169" class="size-medium wp-image-24288" /></a><p class="wp-caption-text">Three-part vocal harmony is part of what makes Beatles Rock Band different from all other music games</p></div></p>
<p><strong>BL: Were there any specific challenges that you faced as a result of the Beatles&#8217; experimentation in the studio, or using somewhat exotic instruments that might not conform to the four-instrument mold? I know you have songs like &#8220;ËœBecause&#8217;  or &#8220;ËœShe&#8217;s Leaving Home&#8217; coming out soon&#8221;&quot;how do you face those challenges, or how do you conform to this set-up? </strong></p>
<p><strong>EB: </strong>Well, in some songs&#8221;&quot;in the Beatles game, one of the cool things is we&#8217;re doing the harmonies, so that&#8217;s a big thing, because there&#8217;s so much importance on that. On other things where they had, maybe not a prominent guitar, but they had different instruments, we would probably swap them around, which we do in Rock Band once in a while. Like in, I think in &#8220;ËœStrawberry Fields&#8217; you might end up playing the string parts a little bit on the guitar. And in a song like &#8220;ËœBecause&#8217; which has no drums, right, that would be a song where the drummer just kind of sits out and relaxes for a while. We&#8217;re not going to add anything to it, because we don&#8217;t want to change the song. </p>
<p><strong>BL: I know you wanted to span the whole career and represent each part accurately&#8221;&quot;was there any thought that maybe the early Beatles or the late Beatles would appeal or connect to the modern audience more? Your first three downloadable albums coming out are from the middle-to-late period&#8221;&quot;is there any consideration given to emphasizing that period? </strong></p>
<p><strong>EB: </strong>We didn&#8217;t really think about that too much. I think that we wanted to&#8221;&quot;different fans have their different favorites, of course. So we really just wanted to tell the whole story of their career, so we wanted to just do that. As far as the downloads go, we know that technically we have an easier time with the later albums, because they tend to be cleaner, on four-track, where it&#8217;s easier, and harder times on the earlier albums. So it would be difficult to do Please Please Me as a full album, because while we could probably do a lot of the songs, it might be difficult, there might be some there that we&#8217;re just like, &#8220;ËœI don&#8217;t know how we&#8217;re going to get the separation.&#8217;  </p>
<p>But that being said, if we choose to do more albums, I&#8217;m sure we&#8217;ll do some early ones too, because we want to do as much as we can. It just also happened that I think the first three albums that we picked are three of the pretty big, iconic ones&#8221;&quot;Abbey Road, Sgt. Pepper&#8217;s. And we were going back and forth between Rubber Soul and Revolver, because we wanted something from that period, but we were debating back and forth. </p>
<p><strong>BL: Would most of the team working on the game have described themselves as Beatles fans coming into it, or just sort of passionate music fans who came to appreciate the Beatles more during the process? </strong></p>
<p><strong>EB: </strong>Well, everyone&#8217;s a passionate music fan. I don&#8217;t think we had everyone was a passionate Beatles fan &#8212; certainly a fan in some ways &#8212; but we have a few people who were just obsessive. And so we set those guys on all the research. They&#8217;re the ones who spent hours poring over things, and making sure that the right person was playing the right guitar part, and they would look up, &#8220;ËœOkay, is John playing this lick, or is George playing this lick?&#8217;  And they would try to figure it out to make sure the animations looked right, because we can kind of control that. So we had at least a half a dozen Beatles fanatics, which was really good.</p>
<p><em>John M. Guilfoil and Marc Normandin of the Blast staff and Blast correspondents Steve Bagley and Darcy Hofmann contributed to this report.</em></p>
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		<title>Beatles Rock Band TV spot is trippy, man.</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/beatles-rock-band-tv-spot-is-trippy-man/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/gaming-news/beatles-rock-band-tv-spot-is-trippy-man/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 21:50:33 +0000</pubDate>
		<dc:creator>Eddie Makuch</dc:creator>
				<category><![CDATA[Gaming]]></category>
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		<guid isPermaLink="false">http://blastmagazine.com/?p=24121</guid>
		<description><![CDATA[One week out from the game's release, we finally have a TV spot. Watch it inside.]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>The Beatles: Rock Band, already pegged as the epitome of genuineness, releases next week for Wii, PS3, and Xbox 360, but today we&#8217;ve got the first TV spot for the game, and we like it alot.</p>
<p>The clip is only 30 seconds, but that&#8217;s really all you need to &#8220;Come Together&#8221; and enjoy it.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/04JlvZZTQOI&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/04JlvZZTQOI&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>E3 2009: The return of the booth babes</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/e3-2009-the-return-of-the-booth-babes/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/gaming-news/e3-2009-the-return-of-the-booth-babes/#comments</comments>
		<pubDate>Wed, 10 Jun 2009 17:36:47 +0000</pubDate>
		<dc:creator>John M. Guilfoil</dc:creator>
				<category><![CDATA[E3 2009]]></category>
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		<category><![CDATA[babes]]></category>
		<category><![CDATA[beatles rock band]]></category>
		<category><![CDATA[booth babes]]></category>
		<category><![CDATA[e3]]></category>
		<category><![CDATA[g4tv]]></category>
		<category><![CDATA[girls]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=17087</guid>
		<description><![CDATA[There's something funny in this article. And there are pics.]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>LOS ANGELES &#8212; Last year, except for all the pretty publicists, the only booth babes at E3 belonged to Nyko, which had their customary red-wigged bombshells.</p>
<p>This year, with the Electronic Entertainment Expo being 3-5 times bigger, there was, we experienced, a return of the phenomenon known as the booth babe.</p>

<a href='http://blastmagazine.com/the-magazine/gaming/gaming-news/e3-2009-the-return-of-the-booth-babes/attachment/img_4992/' title='img_4992'><img width="70" height="70" src="http://blastmagazine.com/wp-content/uploads/2009/06/img_4992-70x70.jpg" class="attachment-thumbnail" alt="img_4992" title="img_4992" /></a>
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<a href='http://blastmagazine.com/the-magazine/gaming/gaming-news/e3-2009-the-return-of-the-booth-babes/attachment/img_4994/' title='img_4994'><img width="70" height="70" src="http://blastmagazine.com/wp-content/uploads/2009/06/img_4994-70x70.jpg" class="attachment-thumbnail" alt="img_4994" title="img_4994" /></a>
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<p>These are not gamers, but the girls are expected to know just enough about the product to direct expo-goers to the nearest adult. </p>
<p>There was one glaring exception: The G4TV miniskirt girls. They were idiots. They made idiots look smart.</p>
<p><iframe src="http://rcm.amazon.com/e/cm?t=blasmaga-20&#038;o=1&#038;p=15&#038;l=bn1&#038;mode=videogames&#038;browse=468642&#038;fc1=000000&#038;lt1=_blank&#038;lc1=0E3B6F&#038;bg1=FFFFFF&#038;f=ifr" marginwidth="0" marginheight="0" width="468" height="240" border="0" frameborder="0" style="border:none;" scrolling="no"></iframe></p>
<p>They popped over to The Beatles Rock Band booth and took over one of the mini stages so G4TV could shoot a promo of hot babes playing The Beatles Rock Band. The MTV Games guys made sure to set the game to &#8220;no fail mode,&#8221; which is fine; it&#8217;s a promo video. </p>
<p>But what made me keel over laughing, and what I just can&#8217;t get G4TV get away with, was when &#8212; and did I mention this was at THE BEATLES ROCK BAND booth? &#8212; one of the girls (the drummer in the pics) screamed to the entire room, &#8220;YEAH Let&#8217;s do Guns N&#8217; Roses!&#8221;</p>
<p>The room went silent, followed by laughter.</p>
<p>Viva la booth babe.</p>
</div>]]></content:encoded>
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		<title>E3 2009: Harmonix CEO Alex Rigopulos interviewed by Blast</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/e3-2009-harmonix-ceo-alex-rigopulos-interviewed-by-blast/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/gaming-news/e3-2009-harmonix-ceo-alex-rigopulos-interviewed-by-blast/#comments</comments>
		<pubDate>Wed, 03 Jun 2009 08:33:42 +0000</pubDate>
		<dc:creator>John M. Guilfoil</dc:creator>
				<category><![CDATA[E3 2009]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[beatles rock band]]></category>
		<category><![CDATA[e3]]></category>
		<category><![CDATA[harmonix]]></category>
		<category><![CDATA[music game]]></category>
		<category><![CDATA[rock band]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=16232</guid>
		<description><![CDATA[Blast interviews Alex Rigopulos, the CEO of Harmonix, to talk about the music genre and the upcoming Beatles Rock Band.]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>LOS ANGELES &#8212; Blast was very fortunate to have the opportunity to sit down with Alex Rigopulos, the CEO of Harmonix Music Systems, and discuss the upcoming Beatles Rock Band game and the future of the music game genre.</p>
<p><strong>Blast: So, The Beatles. It must feel good.</strong></p>
<p>Alex Rigopulos: It feels incredible. This is a band that&#8217;s been close to my heart personally since I was a small child. So this is really a dream project for me and a lot of people on the Harmonix team in a very big way. For a lot of us it&#8217;s still very surreal that this was able to happen at all. So for us to unveil the game to the world today is a big deal.&#8221;</p>
<p><strong>Blast: I&#8217;m not going to go into inter-corporate politics but does it feel good to have this coup for your company over your biggest competitor Activision?</strong></p>
<p>AR: This band&#8217;s music is incredible and for us as, I&#8217;ve said a number of times in the past, we make music games, but we consider it to be music first and games second. We really consider what we do in this category to be making new kinds of music experiences and to let people experience music in a new way, and this music is so rich and so beautiful and so joyful that to have an opportunity to take that to an interactive dimension to the first time is an honor and a privilege and something that the development team has been delighted about since the very beginning.</p>
<p><strong>Blast: Personal favorite Beatles song?</strong></p>
<p>AR: Well first of all there&#8217;s no one favorite just because it&#8217;s changing constantly, and it has changed constantly over the course of this project as well. One of the real pleasant surprises of making the game and what will be a real pleasant surprise for people playing the game is just that everyone has heard these songs hundreds of times in their lives, and you think you know this music but when you start learning to play the drum parts of the baselines, you discover all these little details and hidden gems in the music that you never noticed before.</p>
<p>I have this experience with Taxman which is one of the very first prototype songs that we developed early on that we built into the game in interactive form. The first time I played it I was playing the bass line and I started playing the bass line that I know and was familiar and was kind of bouncing and having a great time playing and there&#8217;s this one moment in the song in the bridge learning into the guitar solo  that all of a sudden the bass line goes crazy and starts running all over the place, and that lasts for just four bars and then falls back to the old bass line that you know. And in all the hundreds of times that I heard that song I had never noticed that insane moment in the bass where Paul just started going crazy.</p>
<p>And its fun to play and its an amazing little moment  that I had never heard before. I think that&#8217;s a big part of what we&#8217;re giving to the world is people are going to find all these hidden gems in the music.</p>
<p>For me, going back to the original question, discovering those hidden gems has been changing my favorite Beatles song through the duration of the project.</p>
<p><strong>Blast: You must have met Paul and Ringo over the course of this&#8230;?</strong></p>
<p>AR: Yeah many times. All four of the principles (including Olivia Harrison and Yoko Ono) were very creatively engaged in the project from the very beginning. So yeah they were integrally involved in every step of the project from conception to fine tuning the details at the end.</p>
<p><strong>Blast: What was it like working with them?</strong></p>
<p>AR: &#8220;It was completely surreal. These are titanic figures, right? And they also made some of the greatest art that I&#8217;ve experienced in my life, so to actually be in a creative collaboration with them its just stunning. Its intoxicating. But what was most surprising to me as how engaged they actually were. They weren&#8217;t just making kind of superficial comments. They really got the vision. They helped us craft the vision, and they were really focused on details as well. They held our feet to the fire and were pushing us.</p>
<p>It was very much with their help that we got there. It was surreal and incredibly invigorating to actually be in a creative collaboration with these titans.</p>
<p><strong>Blast: It could have been very easy to make this a simple game. You could have made an extended track pack, you could have done this quickly and easily if you wanted to. How important was it for you and for Harmonix to add the level of detail you&#8217;ve done with this game?</strong></p>
<p>AR: The Beatles, themselves wouldn&#8217;t have been interested in just an expansion pack. That was clear from the beginning in the early discussions, but that was great as far as we were  concerned because that&#8217;s not what we wanted to do either. This music is so special that it calls out for special handing.I dont think for us we would have wanted to do it any differently. This is a once in a lifetime opp to work with material like this.</p>
<p><strong>Blast: Your company has come a long way in the past few years. The Rock Band franchise has really taken off. Where do you see the franchise and the company going in the next 5-10 years?</strong></p>
<p>AR: That&#8217;s a big question. First of all we&#8217;re going to continue to advance just on the content. We&#8217;ve already put 700 songs and growing on the Rock Band platform, and while that seems like a lot, and it&#8217;s a ton in the historical standards of video games, it&#8217;s still the tiniest sliver of this incredible music that&#8217;s out there and it&#8217;s a big part of our ambition over the coming years to fan out as broadly as possible to just get more content on the platform.</p>
<p>That said, there&#8217;s also the feature aspect and we want to continue to get new kinds of play and let people interact with the music and engage with the music as well. We still have a lot of ideas of how that might be accomplished on the Rock Band platform, but we also have a lot of new ideas brewing about fun new types of music play that would exist in entirely new games as well</p>
<p><strong>Blast: Anything you can share with us?</strong></p>
<p>AR: Not today. There will be a time for that.</p>
<p><strong>Blast: Are there any bands you have not worked with yet that you&#8217;d like to?</strong></p>
<p>Well there are the obvious. We&#8217;re talking to everybody all the time right? That&#8217;s just the nature of what we do, so we&#8217;re considering all kinds of options.</p>
<p>Led Zeppelin is a band that is another that everyone loves and everyone asks for ,and you know, U2 is another big band that a lot of people love and a lot of people ask for. All the obvious candidates.</p>
<p><strong>Blast: Are any of those on the short timeline?</strong></p>
<p>AR: Nothing imminent or announcement worthy.</p>
</div>]]></content:encoded>
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