It has been two decades since Guitar Hero first launched in North America, providing players everywhere the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.
Created by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to the music. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise which made a remarkable impact on numerous of the artists featured, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to be in.”
He adds: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Irish group one featured act had Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls how the series revived classic rock to the forefront: “The game offered a larger, new demographic. Typically this had been considered outdated material, however when it was featured on the game young people were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the Answer’s debut album remained unreleased stateside, meaning Guitar Hero served as a primary platform for exposure for the band during their US tour opening for the rock giants. “The roadies had on Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on their music collections and related lore, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the group greater revenue than any of their records. It sold more than half a million copies in its first week, and sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. This track is challenging enough on expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band had already completed a successful tour when their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors informing us that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow everything else accomplishments. Recently, the song was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, be it for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to participate”.
Most installments came out over a mere five-year period from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.
Titles like Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the founders in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”