Marking two decades after Guitar Hero debuted in North America, providing players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who has nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Each riff corresponded to specific notes, creating the feel of an authentic performance.
The studio previously experimented in the music genre before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar franchise that had a significant impact for many of the artists featured, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.
“We reproduced all the music because the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their kids to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game revived classic rock back into vogue: “The game provided a larger, new demographic. Typically this had been seen as outdated material, but then once it got included in the game and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the Answer’s first record was still not available in the US, meaning Guitar Hero was a key medium of discovery for the band during their US tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group more money than any of their records. It moved more than half a million units upon release, and demand for their songs rose significantly during an era as the industry faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging enough on the hardest setting, not to mention played at double speed and without missing a single one of its near 4,000 notes. They stated it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing everything else the band has done. Last year, the song featured in a trailer for a major film. “In the past 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 a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Legacy from the Iconic Controller
The best marketing, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to do it”.
Most installments were released over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.
Games like the fan project and Fortnite Festival have kept the community alive, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?
“Our team believed such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”