Marking 20 years after Guitar Hero hit the market in North America, giving players everywhere the means to become rock legends. Not in reality, but try convincing anyone who's nailed the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the display in time with a song. Each riff mimicked particular chords, producing the sensation of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a remarkable impact for many of the artists featured, showcasing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when the game became a hit, album purchases airtime increased, everyone wanted to participate.”
He continues: “One of the amazing things was how many mothers and fathers got in touch and thanked us for introducing their kids to the songs they loved. It became a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “The game offered a bigger, new demographic. Generally such music was considered music that was past it, however when it was included in the game and teenagers were finding it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the band's first record was still unreleased stateside, meaning the game was a key medium of discovery for the band during their a North American tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their records. It moved well over half a million units upon release, while sales of their songs rose significantly during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is difficult even in expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. They claimed it took nine months of practice.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you should use a real gun and enlist,” notes musician the artist.
DragonForce had already completed a successful tour before their hit appeared in the third game, yet he explains it made them widely recognized. “I recall our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it threatened to overshadow all other accomplishments. Last year, the track was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that humans have a natural urge to make music, and their goal was to use technology to enable everyone to do it”.
The majority installments came out over a mere half-decade from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Titles such as Clone Hero and newer releases have maintained the community alive, with set to be a new product from the original publisher on the way. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry following the classic?
“We thought such titles could be like Madden allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”