In Part 1, we explored an abridged history of plastic-instrument games and their surge and ebb in the general market. In this installment, we will examine how specifically the two major primary-developer/publisher pairs (Neversoft/Activision of later Guitar Hero titles and EA/Harmonix of Rock Band) approached their products, and the shortcomings of the principles guiding each. Since hardware was by and large interchangeable and affected each series equally, the differences in tactics boil down almost entirely to software and available content libraries. Let the case study begin!
|This is what the thunderclap at the end of a Slayer song looks like...|