article was originally featured on sleeperhit.net
When the flood of music games hit, from Guitar Hero to Rock Revolution to everything in between, we all knew a DJ game had to be coming our way at some point. On Oct, 27 Activision will release DJ Hero for the home consoles, and it’s something gamers should be looking forward to if they’re not already.

Compared to DJ Max, the Konami predecessor commonly found in arcades, DJ Hero has an easier learning curve–like Guitar Hero compared to Guitar Freaks. But DJ Hero isn’t a rehash of the Guitar Hero formula that gamers will be able to jump into right away.
The first thing that’ll jump out is the amount of multitasking needed to play. Like other music games, DJ Hero has notes that scroll down on different colored paths asking gamers to press the corresponding button. What breaks the norm is the addition of the cross fade, which mixes the left and right tracks, and the scratching elements that create an interplay between the turntable and the three colored buttons.

This is where the multitasking element comes in. As players tap to the beat, they’ll have to flick the slider to the correct track while scratching in the correct direction on the turntable. Then players will have to adjust an effects knob that affects their multiplier on certain notes (the equivalent of the guitar’s whammy bar), all while maintaining accuracy to build up “euphoria” and a score multiplier.
It sounds simple in concept, but it’s hard to execute at first–especially on the higher difficulties.
Another feature that’s specific to DJ Hero is the rewind ability that’s gained after holding an x4 multiplier. The rewind is activated by spinning the turntable backwards 360 degrees and it causes the track to rewind so players can perfect a prior section for more points. When this seemingly small feature is combined with euphoria, DJ Hero’s version of star power, it adds a unique, new level of engagement.
The demo offers three mixes on one setlist: (I Heard It Through the) Grapevine/Da Funk, Hollaback Girl/Give It To Me Baby, and Boom Pow/Satisfaction. There’s a short break between mixes, which keeps players involved until the end of the three songs–much like how a real DJ wouldn’t stop the music between songs. Each mix has a different gameplay style: tap-, mixing- or scratch-heavy. The three tracks are a lot of fun, and if the full game lives up to these songs then wannabe DJs should have plenty to look forward to.
A fourth song is available, a Beastie Boys/Foo Fighters mix, but was on the demo’s guitar-and-turntable option. This mode wasn’t playable with a guitar, but it showed how the two instruments are compatible by converting the other half of the song into a standard Guitar Hero track. This feature will be worth its weight in proverbial gold if there’s one turntable and plenty of guitars lying around.
The accompanying visuals are what you’d expect from the Hero line of games, with lots of colored backdrops and trendy camera angles. The demo only offers one generic club setting, but Activision boasts that the full game will have iconic nightclubs along with house parties set in the Hollywood Hills to spin tracks in.

On the hardware side is the turntable. The worst possible scenario that could happen would be if the turntable were like the first generation of Guitar Hero controllers: small, cheap, and not much to look at. Fortunately, that’s not the case with the DJ Hero turntable. Its buttons, knobs, and sliders are laid out intuitively, and it isn’t nearly as cheap as it looks in the photos.
One problem with the controller is the cross fade slider. In the middle of a game, it’s hard to tell whether or not the slider is centered or slightly off to one side. This can cause a missed transition to the other track when you unexpectedly have to push harder to overcompensate for the center notch. It’s something that won’t ruin the game, but it will take time to adjust to.

The Xbox 360 and PS3 versions, which the development team says are almost identical across all fronts, will use the right analogue stick for improved passing and defense mechanics. When playing defense, gamers can push the right stick in any direction making blocks more accurate. The development team simplified the passing mechanics that many considered clumsy in 2K9. Instead of the timing-sensitive button presses, gamers hold the pass button down until their player has possession of the puck, only to release it, passing the puck in the process.

