Activision’s Guitar Hero Live: Reinventing the Stage or Missing the Encore?

Activision’s Guitar Hero Live emerged during a resurgence of rhythm games, aiming to carve its own niche alongside the return of Rock Band. The developers embarked on a path of reinvention, making bold choices to differentiate this iteration from its predecessor and the competition. This included a striking shift from cartoonish avatars to immersive live-action visuals and a radical redesign of the iconic five-button guitar controller. Furthermore, Activision sought to modernize music delivery, introducing a 24/7 streaming music video network.

These ambitious changes inevitably raised critical questions during development. Would dedicated players embrace a completely new button configuration, abandoning years of ingrained muscle memory? Was the decision to forgo the extensive library of legacy tracks and downloadable content a worthwhile risk? Ultimately, would these gambles pay off, resonating with both critics and the gaming community?

For many, and certainly for this longtime Guitar Hero enthusiast, the answer, unfortunately, leans towards a resounding “no.” Having been captivated by Guitar Hero since its inception, my disappointment stems not from indifference, but from a deep connection to the franchise. The series ignited my passion for guitar music, broadened my musical horizons, and provided an escapist fantasy of rock stardom.

Guitar Hero Live, despite its apparent aspirations, falters in delivering that fantasy. Instead of immersion and excitement, it primarily evokes frustration, leaving me yearning for the familiar comfort of Rock Band 4. While Rock Band retains a timeless appeal, this Guitar Hero reboot, particularly its story mode, feels fleeting and trend-driven.

READ MORE: THE CURIOUS CASE OF ‘GUITAR HERO LIVE’ AND THE MISSING DLC

It’s important to acknowledge the ambition of Activision and FreeStyleGames. Indeed, Guitar Hero Live offers moments of genuine enjoyment. Guitar Hero TV (GHTV), in particular, presents a compelling concept – a playable, interactive music video network reminiscent of a blend between Pandora and MTV. Many reviewers may even find this streaming aspect to be the highlight of the new Guitar Hero experience. However, the core misstep lies in the game’s inability to achieve its central objective: to create an unprecedented level of immersion and truly “sell the fantasy” of performing on stage as a rock icon.

The live-action presentation style evokes a sense of Full Motion Video (FMV) games from the Sega CD era, albeit rendered in crisp 1080p. While significant effort is evident in the detailed stage environments, lighting, audience reactions, and the authentic performances of your bandmates, Guitar Hero Live paradoxically overlooks the player’s identity within this spectacle. You are reduced to a generic, nameless guitarist, shifting between diverse bands and musical styles without developing a personal connection to the experience. This lack of player identity creates a significant disconnect, undermining the intended fantasy.

READ MORE: FORBES’ ‘ROCK BAND 4’ REVIEW

Adding to the immersion issues is the live-action aesthetic itself, despite its high production quality. It feels as though the game attempts too aggressively to capture contemporary trends, resulting in an experience that feels slightly off-key. An overly enthusiastic DJ, reminiscent of “morning radio,” interjects with forced commentary between songs, desperately trying to convince you of his excitement. Social media-style comments, laden with hashtags, scroll across the screen. Audience members hold up strangely generic signs with single words like “Excited” and “URock!” Even your bandmates frequently direct their performance towards you, the faceless guitarist, rather than the broader audience.

This pervasive sense of trying too hard detracts from the experience. It feels artificial and ultimately self-defeating. Sometimes, a more understated approach can be more effective in fostering immersion and fantasy. Imagination can be a powerful tool, and Guitar Hero Live‘s heavy-handed presentation often stifles it.

(Speaking of immersion, the inclusion of genres like electronic dance music and rap on a plastic guitar also feels incongruous. While DJ Hero might have provided a more suitable platform for artists like Eminem or Skrillex, their presence in Guitar Hero Live feels somewhat misplaced.)

Further questionable choices extend to Guitar Hero Live‘s local multiplayer functionality. When attempting to play with a second guitar locally, the game registered the second player as a “Guest,” preventing the saving of scores or progress. This “Guest” limitation, even in an era of connected consoles and portable profiles, feels remarkably archaic. Even decades-old arcade machines managed to save scores for multiple players.

Despite initial assumptions of a bug, Activision confirmed this “Guest” behavior as intended functionality. This limitation persists across Guitar Hero TV’s extensive library of over 200 songs, significantly dampening the enthusiasm for local multiplayer. To compete directly and have scores recorded and visible to friends, players are effectively forced to play solo. This baffling design choice severely undermines the social aspect of the game.

It is disheartening to raise these criticisms, particularly because Guitar Hero Live‘s physical guitar controller is, in many ways, superior to Rock Band 4‘s offering. Thoughtful design elements like easily accessible dual pause buttons, a dedicated Hero Power button, robust build quality, and responsive syncing are commendable. The textured and non-textured buttons effectively differentiate between “strings,” and the strum bar and button feedback are satisfyingly tactile. However, Rock Band 4 still maintains an edge in note progression and charting, feeling more intuitive and natural. Furthermore, despite lacking some previously included features, Rock Band 4 offers mechanics like Freestyle Solos that better capture the feeling of musical expression and unadulterated fun.

Guitar Hero Live is not without its merits. The 42 songs in the story mode offer a diverse range of genres, even if the presentation is questionable. GHTV’s extensive song library will undoubtedly appeal to dedicated Guitar Hero fans. Some players may not be bothered by the overproduced live-action visuals, and the new button layout does present a significant and engaging challenge. However, for those accustomed to the traditional five-button layout, transitioning between Rock Band 4 and Guitar Hero Live could prove difficult due to conflicting muscle memory.

Ultimately, Guitar Hero Live is likely to be a divisive title. It is advisable to try it firsthand at a retailer like Best Buy to determine if it aligns with your preferences. While it may resonate with some, for many longtime rhythm game enthusiasts, Guitar Hero Live may not offer a compelling enough experience to supplant Rock Band. Even in the absence of Rock Band, the appeal of Guitar Hero Live feels transient, offering a fantasy that, for many, simply misses the mark.

Disclaimer: Activision provided a PS4 copy of Guitar Hero Live for evaluation and review.

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