Sep 19

Ion Drum Rocker Review

It’s hard to believe I linked to first review of the premium $299 Ion Drum Rocker almost three years ago!

Although I’ve been happy with the Rock Band 3 Pro drumkit (with cymbals), I finally decided to take my drumming to the next level and adopt the Ion Drum Rocker kit. One advantage of waiting this long, at least — the kit that was originally $299 is now only $249.

The Ion Drum Rocker, although super premium by gaming standards, is extremely low end in the real world of drums. I knew that, and I wasn’t expecting much when I unpacked the (zillion!) boxes. But my first reaction to the Ion Drum Rocker was “wow, this thing is rock solid”. It’s a huge step up in quality, construction, and feel from a stock Rock Band 3 pro drumkit. Consider that you’re going from this:

rock band 3 pro drumkit with cymbals and dual pedals

to this:

It is, in a word, beefy. One of the reasons I upgraded is because our 2.5 year old son enjoys whacking on the drums with us, and I wasn’t convinced the stock kit could continue to survive his tender mercies for a whole lot longer. Well, there’s no way any toddler can harm this Ion kit; it’s all ridged aluminum frame and multi-point bolted joints.

It’s also way, way more complicated than the simple Rock Band 3 kit. Check out the assembly diagram, below (click through for a larger version):

Here’s a full visual inventory of all the parts in the box. And after building it up, you’re not done — you still have to connect everything together, and that’s one distinct wire for …

… eight wires and eight connections all told, as you can see in this visual diagram.

Alesis, the underlying manufacturer, is known for inexpensive but good quality electronic drum kits; the Ion Drum Rocker is effectively their most inexpensive electronic kit. Given the heritage, it is every bit as reliable and satisfying to play as you might expect. That part didn’t surprise me. What did surprise me, however, was how ridiculously configurable this kit is.

Apparently not all real world drum kits are arranged in the layout of a Rock Band 3 drumkit! I’m sure this is totally obvious to any real world drummer in retrospect, but drum kit positioning is often a matter of preference, musical genre, even song! On the Ion drum kit, the frame, the pads, the cymbals — all can be adjusted, tweaked, and arranged in an almost infinite number of ways. (Not to mention that some drummers can have literally dozens of drums and cymbals in their kit.) This was a whole new world for me! If I’m going to spend the dough on a fancyish kit, I want to do this right — I want to learn something approximating real drum motions and proper standard drum layouts. But then I belatedly realized I have no idea what that is. So I asked a question on music.stackexchange to determine what the “standard” or “typical” drum kit layout is.

I’ll save you all the angst and give you the short version: the Rock Band 3 layout is fairly close to a typical drum kit, but the biggest difference is that the snare (red) drum should be under the first tom (yellow) and lower, between the drummer’s legs. And really there should be a pedal under each foot, too! As you can see in this diagram:

I’m still tweaking my layout, but the snare positioning and the general layout pictured above is what you want to shoot for. Bear in mind that most drum kits have four cymbals, which means two crashes (green cymbals) on the left and right. So at some level having just one green cymbal is kind of fundamentally incorrect, and you may feel it’s on the “wrong” side depending on the song. In a perfect world you’d have a duplicate green cymbal on the left, too.

It’s been a much more substantial upgrade than I ever expected; not only does it work great (and it’s surprisingly quiet, arguably quieter than even the Rock Band 3 Pro drumkit in play), but the kit has encouraged me to learn more about real world drumming. The only thing you give up is the wireless connectivity, and any semblance of easy portability. Neither of these are very important to an avid drummer so I heartily recommend the Ion Drum Rocker.

I have a few more tips for new Drum Rocker owners based on my experience:

  • Once you get the kit, prepare to spend the first few days tweaking the layout to taste. Trust me, that little adjustment tool they include will be your best friend for a while. Just like a real drum kit, all those knobs and adjustments are fascinating — do not tie anything down until you’re absolutely sure you’ve got the layout just right!
  • Use a silver sharpie marker to measure and mark intervals on the frame crossbars, so you can get the alignment just right. And if you don’t have a silver sharpie yet, for shame. Go get one! Silver sharpies = awesome.
  • Only the foot pedal cable has a color band; I thought that was really clever and matched the colored inputs perfectly, so I bought some Scotch Vinyl Colored Tape in red, green, yellow, and blue to mark both ends of all the cables so I always knew which pad or cymbal it was going to.
  • Rather than using the supplied zip-ties, I found it was simpler and faster to wind the extra cables around the frame.

I’m enjoying these baby steps into the world of real music and real musicians tremendously. In the end, with the Ion Drum Rocker you’re paying ~$300 (once you factor in that important 3rd cymbal) to get a reasonably complete, good quality basic electronic drum kit. It’s only a little more than 2x the price of the default Rock Band 3 pro drum kit ($129), and what you get is way more than 2 times as configurable, reliable, and realistic. That’s a great deal in my book!

Sep 12

Rocksmith Hands on Preview

After writing about Rocksmith back in July, I was invited to the Ubisoft offices in San Fransisco for a hands-on preview of the game. How could I turn that down?

I took the opportunity to invite a friend of mine, Martín Marconcini, who happens to be a decent novice guitarist, far far beyond my meager guitar skills. Together we spent about an hour playing the Xbox 360 version of the game.

The official Rocksmith bundle guitar, the Epiphone Les Paul Junior ($129 MSRP) was the guitar we used to play the game — you can see Martín holding it in the picture. Remember, this is a 100% real guitar, no game elements whatsoever! (In fact, the game comes with fret number stickers to place on the top of the fretboard, and our guitar had them applied.)

I was a bit skeptical going in, but I have to admit: Rocksmith definitely works as advertised!

Rocksmith truly does reliably detect what you’re playing on an analog guitar, and in real time. Both Martín and I agreed on this; at no point did we think the game was screwing up, any time we made a mistake it was clearly us playing the wrong notes. There was no real compromise that we could see with the analog detection approach. Even subtle little mistakes like being off by one fret or one string were displayed correctly.

Because of the analog approach, you get a significantly different and arguably more musical experience compared to Rock Band 3 Pro Guitar mode:

  1. You can’t even play the game without begging, borrowing, buying, or stealing a real electric guitar. Everything starts with putting that electric guitar in your hands and plugging it in to the provided USB interface. It feels good!
  2. Every time you touch the guitar, you are making actual guitar sounds. This is in stark contrast to almost every other rhythm game where if you play correctly, you get the original audio track, and if you get it wrong, you hear generic guitar mistake noises. What really, really struck me when playing was that I was learning to hear when my notes sounded wrong. I wasn’t just learning about finger positioning, there was a very direct correlation between what my ears heard and what my hands were doing. Once I got a good basic pattern going, I could tell when I screwed up because I heard it before I saw it. That’s HUGE!

(Also, I was concerned that tuning the guitar, which is required before each new song, would be a tedious chore. But I was fascinated to discover that these pre-song tunings were kind of, dare I say, fun? Or more like … something I needed to learn to do properly because as a musician, of course you want your guitar to sound in tune!)

I was very worried about latency going in, and I’m happy to say that latency of note detection was not a problem. But there is a latency issue — it’s just not what I thought it was. When you play electric guitar in Rocksmith, the console is your amplifier. That is, the signals have to go from the guitar, to the console, and then back out through your sound system. It’s no different than the latency problem in vocals in Rock Band 3 which have to go through the same path: out of your mouth, into the mic, through the console, then back out of the speakers. This takes time, and you’ll notice a bit of lag between “playing a sound” and “hearing the sound you played”. But the advantage is that your console is in some ways the ultimate super flexible guitar amp in Rocksmith. You can apply effects, pedals, different guitar sounds, etcetera. It’s really cool and it even works during loading screens in the game, you can noodle around on the guitar while you’re waiting. Great stuff.

One permanent workaround for the audio latency is to get a real amplifier and hook it up, like for example the Roland Micro Cube Guitar Amplifier I have. Maybe not for everyone, but it’s definitely authentic, will solve the audio playback latency completely, and heck — shouldn’t you have a guitar amp anyway for your electric guitar?

Another thing I was very interested in is the automatic difficulty scaling in Rocksmith. That is, the more notes you play correctly on the guitar, the more notes it will give you — if you’re totally nailing the song on beginner mode, it will eventually scale you on up to medium and hard and beyond completely automatically. This also worked seamlessly for me, as I mastered the very simple beginner phrases they slowly got a tiny bit more complicated and more representative of the actual song. This did not last, because I truly suck at guitar, but the scaling up and down of difficulty was very gradual and smooth; not disruptive at all.

Now, not everything I saw in Rocksmith was great. For example the navigation UI in the game was pretty darn abysmal in my opinion, and the track list was solid, but can’t possibly compare with the hundreds of Rock Band 3 tracks available even if you just limit to the Pro Guitar capable tracks. There’s definitely enough room for improvement that I can see a Rocksmith 2 in there already. But the important bit is that Rocksmith does what it says it does and it is a very satisfying experience when playing the songs. For any music game, that’s really the only thing that matters in my book.

I also learned a few nuggets of news worth mentioning:

  • Two player guitar will be supported though I didn’t get to see it; it will be a splitscreen top/bottom sort of affair and will of course require two real guitars and two USB interface cables. Definitely looking forward to that.
  • An aggressive weekly DLC schedule is planned, though details on specifics were scarce. That’s very encouraging to hear.
  • The obvious where’s the bass guitar support? question came up. Apparently they have special plans to deliver bass guitar support through DLC and this may include unlocking bass guitar charts for the existing songs in the game.

I was already tentatively excited to play Rocksmith and had it pre-ordered before I got hands-on time with the game. But now that I have, I went back and pre-ordered the full guitar bundle, which is now available for $199. (That bundled Epiphone Les Paul Junior we got to try is a surprisingly solid axe, and the game is $79 alone … so I figured why not.)

Bottom line, Rocksmith rocks! It offers a uniquely musical, hands-and-ears-on approach to the rhythm genre that we haven’t seen before. It isn’t perfect, and it’s no party game, but it totally works as advertised for learning guitar and having fun while doing it, too. I have no problem recommending it highly to anyone who has an electric guitar gathering dust somewhere in their house — or anyone who is serious about learning electric guitar in general.

Rocksmith should be available later in October, and comes in either a $199 full guitar bundle, or a $79 game and USB adapter bundle for Xbox, PS3 and PC.

Sep 4

Printable Rock Band Library Setlists

If you have a big Rock Band downloaded song library, it can be difficult to decide which songs you want to play in a particular jam session.

And who doesn’t have a sizable song library, now that there are over 3,000 DLC songs available, plus the opportunity to import the on-disc songs from older Harmonix games like Rock Band 1, Rock Band 2, Lego Rock Band, and so on?

Yes, Rock Band 3 made huge strides in sorting, filtering, and selecting songs from big song libraries, but how can you possibly communicate the breadth of your enormous song list when you can only view 12-15 songs at once?

That’s where Rock Band Karaoke List Maker comes in! Instead of scrolling through page after page of songs on screen to figure out what song to play next, you can present people with a high bandwidth printed list, like so:



It’s a fantastic way to get a “bird’s eye view” of your entire library so you can better decide what to play next. The layout is simple: just a list of songs, grouped by band, in multiple configurable columns and font sizes.

Even better, because it is printed, you can have upcoming players select songs from this menu while they’re waiting their turn to play — so they’re ready to hit the ground rocking! This paper stuff, it’s miraculous!

You can check out my list of DLC as of today, which is (almost) every non-RBN track ever released to September 4th 2011, in this public Google Docs PDF I shared. The awesome part is that this is thousands of songs (literally!) and the whole shebang fits on 5 pages if I use the maximum number of columns and the “small” font … and it’s still quite readable, because printers are extremely high resolution!

The service supports creating these PDF printable song lists from DLCQuickplay.com and MyRockBandSongs.com, so you must start by creating your DLC library on one of those sites first. Personally, I recommend DLCQuickplay as I had the best results there and prefer the simpler UI. It also has convenient “click once” checkboxes for bringing in full-disc DLC imports and collections.

One tip — make sure you properly indicate which platform and disc games you own when signing up, otherwise you won’t be able to select the correct songs under Songs | My DLC at the top of the page. The “Imports” tab is kind of subtle, and I didn’t find it initially, so be sure to look for it where I’ve highlighted below.

Of course maintaining an inventory of your DLC isn’t just useful for printing your song list, but also for comparing songs with other potential online players and bands, too!

So thanks to DLC Quickplay for making their site such a pleasure to use, even for people with monster DLC song lists like mine — and kudos to Troy Davis for putting together such a slick printable PDF song list creator that works with it, too!

I’ll be doing what I can to support both these services, but participation is the best way to begin!

Jul 4

Rocksmith: More Real Guitar?

At this year’s E3, Ubisoft revealed a new guitar game — Rocksmith. The twist here is that the game only works with real guitars. There’s a special USB adapter provided with the game that plugs into the standard output port of any six-string guitar.

So buy the game, add a real guitar … and start playing.

Now, this isn’t exactly new, since Rock Band 3 has a fantastic pro guitar mode which also allows you to play on a real guitar, so long as it is one of the special MIDI capable ones supported by the game. Rocksmith is the first to focus exclusively on real guitar and the first to work with any guitar you happen to have lying around.

This IGN preview does the best job so far of showing off what the game is, and how it works. I definitely recommend checking it out.

The Wired preview has more details on the required tuning prior to each song (?) and some of the freeplay amp modes.

Only a handful of tracks have been revealed for the game so far, but it does include some fairly major artists, and all original master tracks; it’s no slouch in the soundtrack department:

  • House of the Rising Sun – The Animals
  • Sunshine of Your Love – Cream
  • High and Dry – Radiohead
  • Rebel Rebel – David Bowie
  • (I Can’t Get No) Satisfaction – Rolling Stones
  • Vasoline – Stone Temple Pilots

There’s also this clever viral ad for the game with a vaguely creepy baby guitar prodigy showing off his chops:

Rocksmith will be available on Xbox 360, PS3, and surprisingly enough, even on PC. Not sure what that means for any DLC plans, but it’s certainly convenient for a PC gamer like myself; the last “modern” rock gaming title that runs on the PC is moldy old Guitar Hero 4.

Interface wise, it turns the fretboard on its side — literally. So instead of strings pointing up, ala Rock Band 3 Pro Guitar mode, we get strings pointing to the side.

Pretend you’re playing guitar in front of a mirror, and you get the idea. It’s an interesting design choice, and I suppose it might make it easier to see some hand positions on the neck of the guitar this way.

Rocksmith’s 100% focus on real guitar out of the box, and the nifty dynamic difficulty scaling mechanism as you play, are welcome additions to the genre. (And the skill building guitarcade mini-games are genius!) But I have some serious concerns about the choice of analog guitar input to control the game, which means:

  1. Your guitar must be perfectly in tune for this to work at all, by definition. Not really a problem, just means you have to tune your guitar before playing. Guitars should be in tune anyway, right? Absolute worst case scenario the game ends up being a glorified $80 guitar tuning software package. Hardly the end of the world.
  2. The note detection absolutely, positively has to happen in real time. That is, when the game converts what’s coming over the USB cable from raw guitar sounds to “the user pressed these strings”, if there is significant lag, this is a dealbreaker. In music, timing is everything. Lag is a serious enough problem with existing digital 5 button guitars in Rock Band and Guitar Hero; input lag on an analog guitar would be absolutely brutal.

Worryingly, the lag issue is specifically called out as a problem in the IGN preview, with vague promises that they’ll fix it up before the October release. It’s not like Ubisoft is the first company to ever dream up the idea of a simple analog to digital real time note conversion. This has been tried before with little success. I can’t help wondering if there is a reason Harmonix used far more complex digital detection for Rock Band 3 pro guitar mode.

There are also some murmurings about a $199 Epiphone Les Paul Junior guitar + game bundle, but there’s no place to order it yet. Until then, Rocksmith is $79 with the USB cable included, and will be available for Xbox 360 and PS3 this October, and PC later in the year.

Jul 1

Fender Squier Pro Guitar Tips

Although it is a bummer that the Rock Band 3 Fender Squier won’t be produced any more, there are still plenty of them to be had through Best Buy.

Squier® – Rock Band 3 Game Guitar – Black

 

In fact, I own two of ‘em!

If you are truly interested in playing a real guitar in Rock Band 3 and haven’t bitten on this deal yet, you should before they run out of stock, because once they’re gone — they’re gone forever. Don’t worry, the guitar will be supported indefinitely in RB3 and future pro guitar DLC, and presumably Fender will honor any warranties on them, so it’s safe.

It’s a blast playing Pro Guitar mode with a real guitar. But don’t take my word for it — listen to this guy. Please!

Of course, the MIDI interface specific to your platform is required to use the guitar in Rock Band 3:

These Midi adapters may be platform specific, but they aren’t instrument specific; you can also use them to hook up Midi drumsets and Midi keyboards for play as well.

On Wii and PS3, the built-in controller buttons on the guitar also function, but not on Xbox (due to controller licensing restrictions). Fortunately, the Midi adapter can be cleverly mounted on the guitar itself so you don’t have to go digging around on the floor for it to push the green button. Flip the little plastic adapter on the back around, and it hooks into the strap peg for the guitar, like so:

Based on my experience, in addition to the guitar and the midi adapter, you might want a few other things to maximize the guitarpocalypse.

Since the Midi adapter and the Midi port are so close together now, it’s best to use a 1 foot Midi cable to connect them; the default Midi cable included with the guitar is far too long. A real guitar is heavy and wired enough without 6+ feet of unnecessarily long looped Midi cable hanging off your guitar as you play … or should I say try to play.

The pro guitar tutorials do a fantastic job of easing you into being a totally awful beginning guitar player. One word of warning: you will get blisters on your fingers. You’re pressing those tender digits against unforgiving steel braided wires, and something has to give. There’s a reason Ringo mentioned this, and boy, will you ever know why.

As far as strumming goes, I recommend playing with a pick. Some folks like using their fingers, but I found I had better accuracy with a pick. The guitar comes with 2 starter picks so you can decide for yourself. There are also some nifty aftermarket picks available on Amazon. They come in thin, medium, and heavy — and a variety of colors, including this beautiful celluloid abalone.

Also, there is some hidden adjustability in the guitar; remember this is a fundamentally analog instrument pulling some clever tricks to appear digital, so calibration might be necessary. Both of mine worked fine out of the box, as far as I can tell, but for completeness, here’s how to adjust:

In the battery box, there are two very small phillips head screws. Unscrewing will give you access to 6 gold on blue sensitivity potentiometers. Turn them counterclockwise to increase the sensitivity and clockwise to decrease. This means if you feel like the top string is not being picked up, “loosen” the potentiometer (and if you feel the bottom strings keep ringing, “tighten”).

You can also use a screwdriver to adjust the bridge height; bringing the pickup closer to the string can improve responsiveness if you are having issues.

Once you get your feet (er… fingers) wet (er… with blood), you should be itching to hear what your horrible guitar skillz will sound like when properly amplified. While playing in Rock Band 3, you must use the mute for detection accuracy, but there’s no reason you can’t unmute and take those same awful, hideous, terrible guitar licks and pipe them through an amp.

Since my amp probably won’t get a ton of use — I am planning on sucking at guitar beyond all human comprehension for the forseeable future — I did some research on small or mini amps and came up with the Roland Micro Cube Guitar Amplifier. I like it a lot!

Nicely compact, has a lot of neat amp simulation modes and a handful of effects, and can also optionally run on batteries — but the power adapter is, thankfully, included. It’s also available in red or black. You’ll need a standard 1/4″ instrument cable to hook your guitar up to the amp, too. I wouldn’t go fancy here, so anything in the appropriate length will do.

If you decide to go the real guitar route in Rock Band 3, your neighbors are totally going to hate you, man. Oh, and if you’d like some great starter guitar lessons to go with the in-game pro mode training, give justinguitar.com a shot.