It has been 20 years since Guitar Hero debuted across the Atlantic, offering everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s four-minute guitar solo before a packed crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Every sequence corresponded to particular chords, producing the sensation of a genuine performance.
The studio previously experimented in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they established the foundations for an unlikely billion-dollar series that had a remarkable impact for many of the artists featured, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music because the cost was so high,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “One of the amazing things was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived older hits to the forefront: “The game offered a bigger, new demographic. Generally this had been considered music that was past it, however once it got featured on the game young people discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album remained not available stateside, so the game was a key medium of discovery for the band as they went on a North American tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and associated stories, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the group greater revenue compared to their records. It sold well over 500,000 units in its first week, while demand for their songs rose significantly at a time as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. The song is difficult enough on the hardest setting, not to mention performed at double speed while hitting a single one of the thousands of cues. The streamer stated it took months of practice of practice.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I remember our distributors informing us that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments came out over a mere half-decade between 2005 and 2010, including derivative titles such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Games like the fan project and newer releases have kept the scene active, with set to be a new product from the founders in development. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed those games could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason for it to persist for future fans.”