Marking 20 years after Guitar Hero hit the market across the Atlantic, giving everyday gamers the means to become a rock star. Not literally, but try telling that someone who has nailed the epic four-minute guitar solo before a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the display synchronized to a song. Every sequence corresponded to specific notes, producing the feel of a genuine live show.
The studio previously experimented in the music genre before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise that had a remarkable influence on numerous of the artists featured, showcasing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song because the cost prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. But once the game became a hit, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their kids to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been considered music that was past it, however when it was featured on the game young people discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It provided all our music a new life.”
At that time, the Answer’s first record was still unreleased in the US, so Guitar Hero served as a primary platform for exposure for the band as they went on US tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue compared to their studio albums. It sold more than 500,000 copies upon release, and demand for Aerosmith’s music rose significantly at a time when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. The song is difficult even in the hardest setting, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. They claimed it took months of practice of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band had already completed a profitable run when their hit appeared in the third game, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it threatened to overshadow all other the band has done. Last year, the track featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or games, extends beyond than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, including spin-offs like DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Titles like Clone Hero and newer releases have kept the community active, and there’s expectations of something from the founders in development. A new studio has begun work on their first music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“We thought such titles could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”