![guitar hero metallica drum guitar hero metallica drum](http://cdn.themis-media.com/media/global/images/galleries/display/54/54872.jpg)
You know, learning little things about the band.
![guitar hero metallica drum guitar hero metallica drum](https://games-install.com/install/images_data/screeny/nrqi794eylox1s7mfnrc.jpg)
IGN: What crazy things did you find out when you were adding all the bonus content into the game? Alan Flores: Yeah that was really cool. So from that we took the idea of seeing Metallica play at a concert, then being so inspired by them that you create your own band and then you go and play the opening act.
![guitar hero metallica drum guitar hero metallica drum](https://asset.vg247.com/ghmetallica_7DDH0qD.jpg)
And then eventually Metallica let them get up and open for them. And then they wound up hanging out with the crew and the crew would feed them. There were some guys in a beat-up old van and they were following Metallica all over Europe, everywhere they went on tour. IGN: How did you come up with the storyline about the opening act? Alan Flores: Well the storyline was actually based off this true story. If you turn off the note track you can actually play back your own drum beats over a song. You can go into the music studio and record tracks with the double base. You can also plug in the double base and play it on Easy if you want. It's a hard thing for people to do but in order to do the game right you had to put that in. And then you put two feet in there and it gets really hard. People are normally pretty good at coordinating with their hands but coordinating their hands and feet… they stick out their tongue and struggle. When people play drums on Medium the kick already screws them up. It's something that most people won't be able to do. IGN: Did you do any focus testing? Alan Flores: Yeah we did focus testing with it. No we can take the expert note track, add all the double base kicks in there and have the songs played the way they're actually played. So then we decided we'd commit to this – we'd ship an extra pedal, with a splitter so you can get two feet in there. So then we said, 'How about we make another pedal?' Let's try and go forward with this.
![guitar hero metallica drum guitar hero metallica drum](https://i.ytimg.com/vi/LnnEPD6pg7A/hqdefault.jpg)
You have to take that double base out because nobody can play all those kicks – it's just not possible. If you want to track every single drum you can't do that with double base. 'Are you going to add a second pedal in order to track the drum kicks as they're played?' Normally when we do Expert the goal is to track every single drum. Alan Flores: That's one of the first questions we've been asked about the game. IGN: Tell us a little about the new difficulty level and extra drum pedal. We've got about 150 people working on the game, although we are sharing some people and resources with the World Tour team. IGN: How did the project begin? Alan Flores: We started in Spring last year, so it's been in development about a year. I think the biggest issue we had is we've got a core group of guys here who are huge Metallica fans and we had to find a way to reign that enthusiasm into an effective channel as opposed to just coming up with tonnes and tonnes of stuff that will never get done. IGN: When you found out you were doing a Guitar Hero: Metallica game what was the biggest challenge you had to overcome? Alan Flores: First you had to calm down long enough to get to work. After coming away with aching hands and feet from an epic drum solo, we sat down with the game's Lead Designer, Alan Flores for some insight behind a project that's been every bit as much work as Guitar Hero: World Tour. IGN recently got the chance to play Guitar Hero: Metallica.