Marking two decades after the legendary game debuted in North America, offering everyday gamers the tools to feel like rock legends. Figuratively speaking, but try convincing someone who's nailed the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the display in time with the music. Every sequence mimicked particular chords, producing the feel of an authentic live show.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise that had a remarkable impact on numerous of the artists included, introducing classic bands to millions of younger players.
A former executive, former COO from the developer, recalls the early budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.
“We reproduced all the music because the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero became a hit, and record sales and radio play increased, all artists desired to participate.”
He continues: “Among the amazing things was the number of parents got in touch expressing gratitude for introducing their children to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish group one featured act had their track on the 2008 game the popular installment. Lead musician the artist remembers how the series revived classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Typically such music was seen as music that was past it, but then once it got included in the title and teenagers were finding it, abruptly it was cool. This validated the genre, eliminating the outdated label. It gave our catalog a new life.”
In 2008, the Answer’s first record was still not available stateside, meaning the game served as a primary platform for exposure for the band as they went on a North American tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and several knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Impact
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It sold more than half a million units upon release, and sales of their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging enough on expert mode, let alone played at double speed while hitting a single one of the thousands of cues. The streamer stated requiring nine months to accomplish.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” notes musician the artist.
The band had already completed a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it risked overshadow all other accomplishments. Recently, the song featured in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to make music, and they wanted to leverage innovation to allow people to participate”.
Most installments were released in just a half-decade from 2005 to 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Titles like the fan project and newer releases have maintained the community active, with expectations of a new product from the founders on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following the classic?
“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”