WorthPlaying: "It's hard to believe how far the Guitar Hero franchise has come in only a few short years. When the IP launched in 2005, many hoped it would be the next big thing, but few were convinced. After all, developer Harmonix had already made two tremendous rhythm games in the form of Frequency and Amplitude, yet no one noticed. For all we knew, Guitar Hero would just be another underappreciated game that would gain a small cult following but never achieve mainstream success. Boy, were we wrong. Now, three years later, the series is gearing up for its latest run in the form of Guitar Hero World Tour, finally bringing the full band experience to the franchise. The only problem is, Harmonix, the progenitors of the genre, have already surpassed Activision and Neversoft with Rock Band, and try as it might, Guitar Hero just can't seem to close the gap.
By now pretty much everyone is already familiar with the basics behind the game, so the bigger question is what's new, and how does it affect the overall experience? The answer, as it turns out, is that quite a lot has changed since last time, both in the instruments themselves and how the game functions overall. The good news is that the gameplay innovations really could have paid off in spades; however, the bad news is that all of these great new ideas are held back by shoddy hardware, which is prone to failure and underwhelming performance.
First up, since this is meant to be a full band experience, World Tour has opted to include a microphone and drum set for the first time. The mic is nothing special, just your standard USB unit that tracks pitch and translates your dulcet tones on-screen. The drums are something else entirely, offering a new twist on what we've come to expect from plastic instruments and kicking the whole thing up to 11."