It has been 20 years after the legendary game hit the market in North America, offering players everywhere the means to become a rock star. Not literally, but try convincing anyone who has mastered the epic four-minute instrumental break before a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to the music. Each riff mimicked particular chords, producing the sensation of an authentic live show.
The studio previously experimented in the music genre before partnering with RedOctane, which was acquired by Activision in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable series that had a significant influence on numerous of the artists featured, introducing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived older hits back into vogue: “The game offered a bigger, younger audience. Generally this had been considered outdated material, but then once it got included in the game and teenagers discovered it, abruptly it became trendy. This validated the genre, eliminating the outdated label. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still not available in the US, meaning the game was a key medium of discovery for the group as they went on a North American tour opening for the rock giants. “Their crew had on Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their studio albums. It moved well over half a million units in its first week, while sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult even in the hardest setting, let alone played at increased tempo while hitting every one of the thousands of cues. The streamer stated requiring months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to use a real gun and go to war,” notes DragonForce guitarist the artist.
DragonForce had already completed a profitable run when Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall the record label informing us that our records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it has risked overshadow everything else accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the creators believed humans have a natural urge to make music, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback several years later.
Games such as Clone Hero and newer releases have maintained the community alive, with expectations of something from the original publisher on the way. A new studio has entered work on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games could be similar to sports games where you can update every year,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”