Rock Band Blitz Reviews

  • InfilamentInfilament78,510
    01 Sep 2012 07 Sep 2012
    30 5 5
    Rock Band Blitz - Amplitude for a New Generation

    For many of you, your first exposure to music games was Guitar Hero or Rock Band; games with plastic approximations of real instruments that attempted to give you the true feel of being a musician. But before Harmonix scored big with these two franchises, most music games had a much bigger level of abstraction, using a controller to approximate notes or rhythms. Apart from Konami's excellent Bemani series, Harmonix's early PS2 titles Frequency and Amplitude were some of the best, quirkiest titles in the music game landscape.

    Amplitude was a relatively challenging game, requiring players to move between different instrument tracks (drums, vocals, guitar and so on) and play 3-note patterns for a short time period. After playing a short section perfectly, the game would begin to auto-play that track and require you to jump to a new one, hopefully without missing a note. The game's challenge was a result of relatively complicated 3-note patterns, the juggling of its various randomized powerups, and the complexity of switching between multiple tracks without missing notes; as tracks were cleared, it became increasingly difficult to jump over completed tracks to ones that need your attention.

    Rock Band Blitz is an attempt by Harmonix to bring the joy of single-player, score-based arcade music games to a new generation while leveraging its robust catalog of licensed music. Do they succeed? The short answer is an exuberant yes, and as a veteran of music games, I am extremely pleased to see how many of Harmonix's design decisions have created something new and unique in music games.


    Gameplay - 9.5/10

    Let's jump into the most important aspect of any music game. As mentioned, Rock Band Blitz is a spiritual successor to Amplitude in many ways, but with some very important changes that were initially concerning for hardcore music game experts. The basic premise of the game is to play notes on one of 5 tracks that represent an instrument in the Rock Band series (guitar, bass, drums, vocals, or keyboards). Unlike Amplitude, the tracks never auto-complete even if played perfectly, which means you can play one track the entire song if you choose to ignore scoring. Each track is represented with only 2 notes, though the game can ask you to play both notes at the same time; this is a substantial step down in complexity from Amplitude, as there is a definite limit on how difficult two note tracks can be compared to three note tracks. And finally, you can never fail the song, regardless of poor performance. Limited track complexity and never failing? Where's the challenge?

    The answer is that RBB is less about playing difficult sections of music perfectly, but more about strategy and quick decision making. Each song is sectioned off by checkpoints. Initially all tracks start at a 1x multiplier, and playing a certain number of notes will increase that multiplier by 1. In general, there is little penalty for missing a note other than requiring slightly longer to reach the next multiplier. The goal is to play all available tracks in the song up to their max multipliers (which, for the first section, is 4x) before the checkpoint. Once the checkpoint is reached, the max multipliers for all tracks are increased, but only by as much as your lowest multiplier. If you have three of the four tracks at 4x, but the remaining one at 2x, the max will only increase by one to 5x, drastically lowering your potential to score points. If you have all tracks maxed, the maximum multiplier will increase by three to 7x, and then by as many as three at each subsequent checkpoint.

    Therefore, the challenge becomes one of juggling multiple tracks which you can switch between at any time. You will often have to make decisions on when and where you should focus on leveling up your low multiplier tracks, and you may be switching as often as once or twice per second between tracks. You will often have to painfully watch long sequences of notes go by on tracks you've leveled up (which can be worth tons of points) so that you can play a basic pattern on a track you've been neglecting, because the long term consequences of ignoring this track are much more devastating. This situation can be minimized by smart planning, however, such as the order of tracks you play, when and where you switch between them, and when and how to cut your losses on poorly leveled tracks. Song knowledge is rewarded, as you will know how to best level up a vocal track with scattered singing that players who haven't heard the song won't recognize until after it's too late. Playing tracks in a poor order may leave you with no notes to play when you need to level up a track, and a painfully low multiplier increase at the next checkpoint.

    Coupled with all this is the powerup system. You can choose up to a maximum of 3 powerups for a song, one from each of 3 categories. RBB does contain the familiar white notes which represent "star power" or "overdrive meter", concepts familiar to Guitar Hero or Rock Band veterans. Playing these notes will fill a meter, and pressing X will activate a powerup at your discretion, which will usually use the powerup until the meter fully drains. You can choose between doubling (or tripling!) your points for a limited time, automatically playing a track so that you can focus on others, or firing rockets at the track ahead to blow up a collection of notes. Scattered among the tracks are single purple notes, and playing these will activate a second powerup of your choice. Some of these are quite creative; one spawns a pinball that rolls over notes and scores points for you, bouncing off the sides of the stage, but if you let it slip past your target line at the bottom, it disappears. Others will burst notes around them for points, or will spawn rapidly expanding purple notes in front of them on various tracks, awarding you big points if you can catch and play all of them. The final powerup you can choose is sort of a permanent stat boost to a given track, which makes the points on this track worth slightly more than normal. Which track you pick is important for scoring; in songs with long guitar solos, guitar is the obvious choice. For other tracks, it may not be so obvious, and will likely affect which paths you take through the song.

    The genius of Rock Band Blitz is in its lessening of a dexterity requirement and increase of tactical decision making. While there are still some serious dexterity requirements (don't be put off, music game vets, the game is still fun as a music game), you will probably find your low score was more related to poor decisions you made while playing. And there are a LOT of decisions to make. It is no exaggeration to say that every single second you play, you are forced to make a meaningful decision which will impact your score. In this sense, it is almost as much a puzzle game as it is a music game. You will often switch between completed tracks in order to hit purple notes and bank your overdrive meter, while constantly taking into consideration which tracks need to be leveled up. Powerups cause wildly different effects which have big impact on strategy; do you use Bandmate, which lets you level up tracks faster, or do you use Score Doubler or Jackpot and try to play them at opportune times? Is there good synergy between my overdrive powerup and my purple note powerup? When and on which tracks should these be used? Does this particular song's flow lend itself well to the powerups I've selected? And because the tracks are literally swimming in powerups, you need to do some creative track switching to ensure maximum coverage, or else you're giving points away. Your reward for playing a section of the song well and achieving max multipliers is a brief reprieve where you can milk your score using the track with the most notes, and then the checkpoint quickly resets the situation.

    Even on easy, "boring" songs, there is an excitement in playing this game. You'll get an adrenaline rush when you level up your last track to max by the skin of your teeth, and often by the end of a 4 minute song, you'll feel mentally tired, thinking back to how many poor decisions you made, and eager to try again. The mix of strategic planning and musical dexterity is one that has never been seen in the genre before; despite its outward simplicity, there is very little that is simple about the decisions you will be forced to make on a second-by-second basis. And the fact that you can never fail means that casual players who aren't interested in chasing high scores (on their excellently implemented leaderboard system, I might add) can simply sit back and enjoy the satisfaction of hitting notes in rhythm to their favorite songs.

    The only knock against its gameplay is a bit of a big one, unfortunately; it costs you in-game currency to use powerups. At the start of a song, the game will charge you coins to equip a powerup for that song. This means if you incorrectly equip powerups and start a song, or have a bad run, you've spent those coins. You gain coins by playing songs, and you gain a one-time bonus of double coins when you play a song you've never played before, which is clearly a technique to encourage you to buy more songs from the marketplace. If you equip powerups in all 3 slots and play songs you've played in the past, you will be spending coins slightly faster than you can earn them, which means you have to turn off your powerups and grind for coins every so often. This decision is pretty puzzling to me... if you're chasing high scores on the leaderboard, there is no option BUT to equip 3 powerups, and it means tinkering with a new powerup layout or starting a song "just to see what this powerup does" is actually expensive. There is also Facebook integration which gives you coins for helping with community goals, and gives you solo goals to achieve for more coins. The app is actually decently well built and I've been enjoying chasing goals, but if you don't have Facebook or don't want to sign up, this aspect of the game is lost.

    Still, I refuse to let this one poor decision, likely made by management to try to increase DLC sales or spread the word through Facebook, impact my score too greatly for this game. The mix of puzzle and music elements is fantastically implemented, and the game is very fun and satisfying to play.

    [EDIT - A week or so after the game came out, Harmonix decided to revamp the coin system a bit, based on fan feedback. Now you get more coins for doing Score Wars, more coins for passing songs with high grades, and each powerup costs you less to use. As such, they have basically eliminated the need for grinding, allowing you to use 3 powerups on any song and have it be much closer to self-sustaining than before. This is an excellent decision which lessens or removes many of the complaints I have about the coin system! Well done Harmonix!]


    Graphics - 9/10

    The graphics in the game are very Amplitude-esque; likely the game is built off the Amplitude engine in some capacity. The lanes are sharp and well-defined and exude lots of color. The notes are easy to see and never blend in to the background at all, and I haven't experienced any drop from the constant 60 fps framerate. The backgrounds are colorful, but not distracting. My only gripe with the graphics is, like Amplitude, the tracks will wind through the background like a country road, which occasionally means the track will bend upwards as if it's trying to climb a hill. This can distort the perspective of the notes sometimes, as well as give you considerably less of a viewing angle towards notes that are coming ahead (imagine if, randomly during your Rock Band song, you could only see one quarter of the note track for a few seconds). Fortunately this doesn't happen all that often and even when it does, you're likely to be mildly annoyed by it but still hit all the notes anyway. The interface is crisp and clean, amply displaying all the information you need, right where you need it.


    Sound - 10/10

    There's something about the Rock Band series; the sound really pops out of the speakers. I find the music in Guitar Hero to be a lot flatter in general. Rock Band Blitz is no exception, as the sound equalization is top notch. The song really jumps out at you when you play, and the current track you're playing will play more loudly than the rest of the song, giving you a very good sense that you're actually juggling multiple instruments when you switch lanes. It also gives you a really good opportunity to take a look at sections of your favorite Rock Band songs you've never noticed before, especially if you tend to play mainly one instrument. There have been several times I've played a cool bass part in a song and said "wow, I don't remember that part!" and coupled with the extra bass the game sends to my speakers when the bass track is highlighted, it really brings the song to life.

    The game comes with 25 new songs. Like any music game, the quality of the track list is highly subjective, so I invite you to decide for yourself if the songs interest you. I personally enjoy several of the songs included with the game, and songs I may have not liked to play during regular Rock Band, I find they come to life a lot more due to the reasons I explain in the Gameplay section. The biggest boon for this game is that ALL songs in the Rock Band library (excluding the ones on the RB3 disc, sadly) work in this game with no extra cost. If you have accumulated several songs over the years, that instantly means your song list is filled with a plethora of songs you already like, and the automated process Harmonix built to convert a RB song into an RBB song works really well. Notes are placed where you expect, and tracks that are too fast or too complicated are simplified into something that feels good to play. You can also export all 25 RBB songs into Rock Band 3, for free!

    One last random note; the menu music is surprisingly catchy. They seem to be simple little recordings done by the musicians at Harmonix, intended to emulate your "average" metal, pop, or rock song. I almost hope they release these songs as full titles as future DLC.


    Lasting Appeal - 7 - 10/10

    This one is a bit subjective, and depends on your gaming tastes as well as your RB library. If you're a person who likes to chase high scores, you will find a lot to like in Rock Band Blitz. Even if you can't compete with #1 on the leaderboards, there is a very convenient way to see the scores of all your friends and even issue them "Score Wars", which will earn you more coins if you beat them on a song over the course of a day or two. Even if you're a person who just likes to press buttons in time to music, RBB has a very addicting quality to it. While 25 songs at the $15 price point is a great value, if you have no previous Rock Band DLC and aren't willing to invest more money into it, you may find your interest waning after experiencing the songs multiple times. But because it's difficult to feel like you've played a song as well as you know you can, there is a strong "just one more song" quality to this game.

    If you have a large RB DLC library already, then this game has as much lasting appeal as any music game can. It is a single player game, though I imagine taking turns playing songs in a room of the right people would be a very fun (and competitive) social activity. Still, if your main motivation for playing music games is to jam on songs with your friends, you may not enjoy the single player aspect of the game as much.


    Achievement Difficulty - High

    Getting all achievements for this game will require some dedication, especially if you don't have a history with success in music games. You will need to gold star all 25 RBB songs, which is quite difficult and will require multiple revisions to your strategy and multiple attempts (and, sadly, perhaps a bit of coin grinding in there as well). This achievement, while difficult, is at least fair. However, the game also comes with a bonus 100 GS available for people with DLC. The main offender here is being asked to play 300 (!!) unique songs from the Rock Band library. If you don't have 300 songs, well... it's going to cost you a lot of money to get there. You can export songs in bulk from past Rock Band games for considerably cheaper than buying songs off the marketplace, but this requires you tracking down those discs, as well as hassling with export fees or one-time-use export codes. I think this achievement is Harmonix's way of trying to reward their loyal customers with some gamerscore, but it will likely frustrate everyone else. Fortunately, you can get the requisite 400 gamerscore for this game with just the base 25 songs.


    Overall - 9.5/10

    I'm very pleased with Rock Band Blitz. What at first seemed like an unnecessary simplification of Amplitude turned into a game that is incredibly fun and addicting to play, with strategic elements that far outweigh any negatives associated with less track complexity. The hectic pace of making decisions every second throughout the song makes this game stand out in the music game landscape away from "play these notes perfectly," which has been the only way most people have experienced music games. It is an absolute must buy for all music game and puzzle game fans. The drawbacks of a few questionable achievements and the coin system cannot hold this game back from being one of the best music games released on modern consoles. And at $15 for 25 songs that also work in Rock Band 3, it's an incredible value.
    5.0
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    Kit Fisto78Spot on. Well written review of an amzingly fun game. 300 songs played wont even feel like a chore in this one.
    Posted by Kit Fisto78 on 02 Sep 12 at 23:11
    Iceman2pnt0One of the best reviews I've read on the site. After only dabbling with the trial briefly I came away with a feeling of the game being too simple. However after reading your review I see how strategy plays a big role in maximizing your score.
    Posted by Iceman2pnt0 on 05 Sep 12 at 09:40
    Royals1613I loved the review of the game however you droned a bit too long on the history of rhythm gaming. Though it pertains to the game at hand it's somewhat out of place. I do like how in depth you were however, very thorough. You make me want to try this game out as it looks interesting and you make it sound fantastic.
    Posted by Royals1613 on 02 Mar 16 at 04:20
  • GhidorahZeroGhidorahZero324,167
    29 Aug 2012
    17 4 12
    "Rock Band Blitz: Desperate attempt at some exposure, or a genuinely decent game?"
    It's no secret I've always been a Rock Band guy. Guitar Hero flooded the market, with a staggering twelve Guitar Hero games released in six years. That was simply too much. Rock Band, on the other hand, released six, three main games, and three spin-offs (Green Day, Beatles and Lego). What Harmonix did differently was release a truly epic amount of DLC, the formula simple, you buy Rock Band 3, and purchase the songs you want from their now over three thousand in the library. But how does this, a drastic change of direction for the series shape up?

    Graphics - 8/10
    A very colourful game indeed. The graphics are great, with each track colour-coded, with a neat touch that the track is filled more, the less you need to work on it. You can see what you need to do at a simple glance. The thing that brings this score down, is it can be a bit too much at times. With notes from all five tracks, the power-ups, scores, stars, ranks, it can be a little overwhelming at times.

    Sound - 10/10
    This is what the game is about! It comes with twenty tracks from a variety of genres, decades, artists and difficulties. But what makes this shine, is that most of Harmonix's massive library of songs are compatible, which I'm sure as visitors to this site, you know they are constantly bringing out more. I personally have about three-hundred songs, and I like to play nearly all of them. The background music is also good, not annoying like other Rock Band games.

    Gameplay - 8/10
    A drastic change from the well established formula. This is a single player game, where you play all the tracks of a given song. Drums, Bass, Guitar, Vocals and, where applicable, Keyboards are all your responsibility. Blitz rewards you for managing each of the separate tracks, raising their 'rank' before a checkpoint. Each checkpoint you reach raises the maximum rank by how well you did. For example, if you get all but the Bass to maximum rank (x4), but the Bass is still stuck at x1, then there is no increase in rank when you reach a checkpoint. If the Bass was at x2, the maximum increases by 1, x3 by 2, and so on. So you need to keep jumping to the lowest ranked instrument and get them higher before those checkpoint for big points. At the end of a song, you get coins to buy power-ups with.

    As you might have guessed, note accuracy isn't the major point here, unlike every other Rock Band game, so it's a nice change of pace. Instead of five notes to hit, or pitches to reach, you get two notes on any given track. It keeps the gameplay nice and simple, letting you focus on linking modifiers and playing with power-ups.

    As for game modes, there isn't any, really. Pick a song and play. No story, tour, campaign. There are leaderboards, and you can initiate a 'Score War' with friends, who get an in-game message telling them you beat them on a given song.

    Longevity - 7/10
    A bit tricky. If you liked Rock Band for it's social aspect, getting friends round and jamming, then this won't have much lasting appeal. But if you liked playing the game on your own, this might be something that will keep you interested. It's a nice change of style, it still feels like Rock Band, and you still get all those songs to play. But a lack of modes or anything like that does hurt it.

    Overall - 8/10
    It's a change of pace for Rock Band. If you just like playing to your favourite songs, this is a keeper. But if you liked jamming out on your plastic instruments, then this can feel empty. Make no mistake, this is a polished, fun game which is a new challenge compared to the almost monotonous Rock Band 3, I say monotonous because having played those sort of game since Guitar Hero 1, the challenge is gone. However, at 1200MSP, it is a little pricey for a game lacking in other game modes, and too few on-game songs. If you have built your own library from previous games, then it might be worth it.
    4.0
  • Paul Wesley 91Paul Wesley 91751,950
    21 Jan 2013
    5 1 0
    I love this game. When a first heard of it a few weeks ago I downloaded the demo and I fell in love with the concept. I like music games but I don't like the cost and clutter of plastic instruments. I still have a guitar and drum controller set, but it still can be a hassle to get everything together.

    When I found a good deal on MSP, I took advantage and downloaded this gem. It is similar to amplitude, but better in my opinion mainly because I believe a music game, for the most part, is only as good as the songs you can play on it, and this game is compatible with all rock band DLC. ALL of it. So needless to say there are plenty of options for you, and of course the downside is if you aren't careful you could lose all your MSP in a hurry. Fortunately I was able to build a decently large library with the 25 songs included with the game, 6 extra songs from a music store sale, and a trip to gamestop for a $2 purchase of the original rock band ($5 export fee for 53 songs=not a bad deal). Not to mention all the track packs you can export as well. What makes this game interesting is it simplifies the experience whilst putting an emphasis on strategy. You have 3 power up slots and you will need to choose the right powerups in order to be successful. Picking and choosing the instrument tracks is essential as well if you want to get a high score.

    On the achievement front, this is the first 400 point game I have played, and it's not bad either, you simply need to unlock the different powerups and learn to use them effectively, and there are a few other cumulative achievements thrown in as well as achievements for those who have an extensive music library for the game, bringing the achievement point total to 500. This is a fantastic game that belongs in the library of any music game fan or fan of music in general.

    Sorry this one is a little short and less organized, but I just wanted to make a concise review that tells you what you need to know as well as my feelings about it. Download the trial if you haven't already (it includes 3 songs) and give it a whirl. Enjoy. toast
    5.0
  • PaulTMD452PaulTMD45260,776
    05 Oct 2012
    5 1 0
    Take just about everything that makes Rock Band Rock Band and throw it out the window.

    Gone are the plastic instruments. Gone is the cooperative multiplayer that made the franchise a party favorite. Gone are difficulty selections. Gone are the colored bricks representing the change from one note to another. Gone is the goal-tracking of the Rock Band 3 menus. Gone are most of the sorting options from Rock Band 3's song-selection menu.

    In its place is a game with more in common with spinning plates than playing music.

    That's not to say that Rock Band Blitz is a bad game. Not at all. It's just to say that it is a drastically different game than any other in the Rock Band franchise. The only constant from the other games(save for The Beatles: Rock Band) to this one is your music library.

    Every song in your Rock Band 3 DLC library is compatible with Rock Band Blitz(though Rock Band 3 is not, at this point, exportable, so its own on-disc songs are unavailable on Rock Band Blitz). Rock Band Blitz also includes a 25-song soundtrack of its own, automatically exported to your Rock Band 3 library if applicable. This soundtrack includes two songs, Give it Away and Spoonman, which were on-disc for Rock Band 2 but not exportable, but the other 23 songs are new to the franchise

    Gameplay is similar to that of Harmonix' previous titles Amplitude and Frequency or that of Audiosurf, while still remaining unique to the Rock Band franchise. Each instrument's highway from standard Rock Band instrument play is simplified down to a single track on a unified highway(most songs have 4 tracks but any post-Rock-Band-3 song with a keyboard track may have 5 and some songs have as few as one track for a solo instrumental or a capella song) with that instrument's rhythm simplified to 2 buttons.

    Matching the rhythm on each track will raise the point multiplier on that track by as many as 3x in each section. This, however, is where the "plate-spinning" referenced earlier comes into effect.

    Each track with an active part in a given section of a song must have its multiplier raised to the max in each section, as the cap is raised in the next section only as high as 3x above the lowest instrument track. This means if you ignore an instrument entirely or are otherwise unable to raise that track's multiplier by the end of the section, the cap will not raise and you'll be unable to raise the multiplier on any tracks that you may have already maxed out.

    Each track must be payed attention to or else your score will suffer.

    With no cooperative or even directly competitive multiplayer, scores are upon what the game's community aspects are built.

    To that end, Harmonix revamped their Rock Band facebook app, rechristening it Rock Band World, offering goals to players that link their game to Facebook and rewarding success at those goals with Blitz Coins.

    Blitz Coins are the in-game currency used to purchase power-ups for each song. Players may buy one power-up for the use of their overdrive, one power-up unleashed upon hitting "Special" bricks, and one power-up that grants bonus points for a specific instrument's track(or a 6th track option that gives bonus points for timely shifting between tracks). Without these power-ups high scores, especially the all-important gold-star scores, are next to impossible.

    This is where a large DLC collection is vital to enjoyment of the game. Using all three power-ups will cost 550 coins but only 100 coins are earned for each star earned on a high score. Players receive a bonus for playing a song for the first time, but on replays any score less than a gold-star score is played at a loss in gold coins. Playing the game with no DLC could make getting enough coins to unlock every achievement very difficult.

    Rock Band Blitz is a fun distraction from the main Rock Band series but is clearly meant to add to that series, not replace it. For fans of the franchise with many songs in their library, and those looking for a cheap 25 songs to add to that library, Rock Band Blitz represents a great value and a great time. For those looking at Blitz as a way to dip a toe into the Rock Band waters, you may enjoy the game, but it may take a significant financial investment to get the full amount of enjoyment from it.
    4.0
  • robbietk94robbietk9446,811
    05 Sep 2012
    7 7 0
    Its fair to say one of the biggest successes of the 21st Century have been the rhythm game series', 'Guitar Hero' and 'Rock Band'. Although Activision are no longer releasing 'Guitar Hero' games, ending the series at the DJ spin-off 'DJ Hero 2', Harmonix's 'Rock Band' are back again with a new rhythm game with a twist!

    Before, 'Rock Band' and later 'Guitar Hero' (considering you only played Guitar or Bass in the first three instalments) consisted of using different band instruments with different coloured buttons, simulating what it would be like to play an instrument like you were Jimi Hendrix, Dave Grohl, Axl Rose etc. (unless you were one of those rich kids who could afford to the plastic instruments that used strings and extra symbols available with 'Rock Band 3' which made the playing experience seem a bit more real). Anyway, the point is you couldn't play or be a part of every instrument, you selected one and your friends or AI if you're a loner like myself played the rest, forming the rest of the band.

    Well with Blitz that's all changed! Now you control the whole band, with your regular Xbox/PlayStation controller. Yes, WWE wrestler Heath Slater's gimmick of being the “One Man Rock Band” has come to life as now instead of controlling one instrument you have to move around the different tracks and control all four/five. The aim of Blitz has switched from the traditional aim of rhythm games from trying to get 100% on your favourite song to brag to your mates about to trying to get the highest score possible, which I suppose is another bragging point of Rock Band, but with Blitz, you don't have to hit every note to get a high score, just ensure that all the lanes are being played to get a higher score. It's a bizarre twist that really leaves you in the dark as to what to do to gain the most points possible, even the tutorial doesn't explain it all too well. The game just instructs “Get the most points possible” - well fair enough but there isn't too much of an explanation on how. Despite this fault however, this game is quickly becoming addictive.

    Graphically, it's very nice to look at and rather colourful, it uses the five buttons used by all rhythm games (green, red, yellow, blue and orange) each one equating to a different instrument. The backdrop of playing notes down a road with added traffic is also not a bad visual, especially most of it at night, gives a nice feel to the game. This is probably the first 'Rock Band' game thats' devoid of any characters playing real instruments also.

    The soundtrack has a nice blend of old and new, much like previous games especially 'Lego Rock Band' and 'Rock Band 3'. There are plenty of new additions to bands previously used like Queen, Foo Fighters, Avenged Sevenfold etc. whilst some bands get their first songs in a Rock Band game like Foster the People and Living Colour (although the latter appeared with the same song 'Cult of Personality' in 'Guitar Hero 3'). The game has a much more all-round setlist like 'Lego Rock Band' going for much more known songs that everyone can enjoy from 'Jungle Boogie' by Kool and the Gang to 'Wicker Man' by Iron Maiden. Owners of previous Rock Band games can export their songs and DLC into Blitz assuming they have the export code or have previously done so and in turn, most of the Blitz soundtrack is available to play normally in 'Rock Band 3'.

    Overall, the game's not a terrible game. It's a concept that's been tried before with 'Tap Tap Revenge' and even 'Rock Band Unplugged' but I don't suspect this shall be one of Harmonix's best sellers and feels more of a way to keep interest in rhythm games until they can think of a new concept for Rock Band 4 or even a artist based spin-off like 'Beatles: Rock Band'. After seeing Activision give up on 'Guitar Hero' and other spin-offs, it wouldn't surprise me if Harmonix were somewhat fearful of the rhythm game franchise's interest starting to die down after a good boom period three or four years previously and feel they need a hold-over game to spark some life into ready for the next game in the near future.
    It's not Rock Band 4 but it's something new and I'll probably spend a ridiculous amount trying to do well on it. Give it a try and some patience.
    3.0