![]() ![]() Where Guitar Hero Live sought to change things up with a first-person perspective and a live audience, its lack of backwards compatibility put off those who'd already spent money on songs in the past.Īnd while Rock Band 4 made a song and dance about backwards compatibility, on PlayStation 4 in Europe hundreds of songs were unavailable, despite being available in North America and on Xbox One.īut is this a premature end for Guitar Hero and Rock Band's second life? Activision's plan for Guitar Hero Live all along was for it to act as a platform from which it could sell new downloadable content. After all, who wants more clutter?Īs for the games themselves, well, both had problems. Then there's the suggestion that there simply wasn't the appetite for peripheral music video games in the first place. ![]() One suggests people are today less willing to fork out their hard-earned cash for costly peripherals than they were six or seven years ago. What went wrong? There are a number of theories. It's a disappointing return for the peripheral-based music video game genre, which had been on hiatus ever since Activision killed the Guitar Hero series back in 2011 after flagging sales. In other words, Rock Band 4 didn't sell well enough, so shops cut the price, resulting in less money coming in to Mad Catz. ![]() This, Mad catz said, resulted in "higher inventory balances as well as lower margins due to increased promotional activity with retailers". It was a similar story for Rock Band 4, whose publisher Mad Catz cut 37 per cent of staff after Rock Band "sell-through was lower than originally forecast". That's corporate speak for didn't sell well enough. In a financial call last night, Activision said Guitar Hero Live, which launched last year against direct competitor Rock Band 4, suffered "lower than expected performance". Hot on the heels of Rock Band 4's failure to meet sales expectations, Activision has said Guitar Hero Live also didn't do the business. ![]()
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