It has been 20 years since the legendary game first launched in North America, offering everyday gamers the tools to feel like rock legends. Not literally, but try telling that someone who's mastered Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with the music. Each riff mimicked specific notes, producing the sensation of an authentic live show.
The studio had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar franchise which made a remarkable impact on numerous of the artists featured, introducing decades-old groups to a new generation of younger players.
A former executive, former COO from the developer, remembers the early financial challenges of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song since the cost prohibitive,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when the game became a hit, album purchases airtime were going up, all artists desired to participate.”
He continues: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their children to the songs they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish group one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero offered a larger, new demographic. Generally such music was considered music that was past it, but then once it got included in the game and teenagers were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
At that time, the Answer’s debut album was still not available stateside, so the game served as a primary platform for exposure for the band during their a North American tour supporting the rock giants. “The roadies had on Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Impact
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It moved more than half a million units upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult enough on the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should use a real gun and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I remember the record label informing us that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked eclipsing everything else the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best promotion, be it for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the creators believed humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most installments came out in just a half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have kept the community active, with set to be a new product from the original publisher on the way. A new studio has entered work on their first music game. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following the classic?
“Our team believed such titles could be like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”