Marking two decades since Guitar Hero first launched across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try telling that someone who's nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the screen in time with the music. Every sequence corresponded to specific notes, producing the feel of an authentic live show.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the foundations for an unlikely billion-dollar franchise that had a significant influence on numerous of the artists featured, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial financial challenges in securing the songs – even though the first two games mostly used cover versions.
“We rerecorded all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero became a hit, album purchases airtime increased, everyone wanted to be in.”
He continues: “Among the amazing things was the number of parents reached out and thanked us for exposing their kids to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock back into vogue: “The game provided a bigger, new demographic. Generally this had been seen as outdated material, however once it got included in the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the band's first record remained unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on US tour supporting the rock giants. “Their crew had on Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It sold more than half a million copies upon release, while demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is difficult even in expert mode, not to mention performed at double speed and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run when their hit was featured in the third game, but Li says it made them a household name. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, be it for cars, apparel or games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games such as the fan project and Fortnite Festival have maintained the community active, with expectations of a new product from the founders in development. Recently formed developers has entered work on their first music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. There’s no reason for it to persist with new generations.”