Marking two decades after Guitar Hero first launched across the Atlantic, offering players everywhere the tools to become a rock star. Not in reality, though you'd be hard-pressed convincing someone who's mastered the epic four-minute guitar solo before an enthusiastic living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the foundations for a surprising billion-dollar series that had a significant impact for many musicians included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles in securing the recordings – even though initial releases mostly used cover versions.
“We reproduced all the music because the cost prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”
He adds: “Among the amazing things was how many parents got in touch and thanked us for introducing their kids to the music they adored. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “The game offered a larger, new demographic. Generally this had been considered outdated material, however when it was included in the title young people discovered it, suddenly it was cool. That legitimised it, and got rid of the outdated label. It gave all our music a new life.”
At that time, the band's debut album was still not available in the US, so Guitar Hero was a key medium for exposure for the band as they went on a North American tour supporting the rock giants. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money compared to their records. It sold well over half a million copies upon release, and demand for Aerosmith’s music rose of up to 40% during an era when the music business faced decline.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. This track is challenging even in the hardest setting, let alone played at increased tempo and without missing a single one of the thousands of cues. They stated it took nine months of practice.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” says musician the artist.
DragonForce previously completed a successful tour before their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it risked overshadow everything else accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
The best marketing, be it for automobiles, apparel or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders believed humans have a natural urge to make music, and their goal was to use technology to enable everyone to do it”.
Most installments were released over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Games such as the fan project and Fortnite Festival have maintained the community alive, and there’s set to be something from the founders in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game following the classic?
“We thought such titles could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason for it to continue for future fans.”