Marking two decades after Guitar Hero debuted across the Atlantic, giving everyday gamers the opportunity to feel like a rock star. Not in reality, but try telling that anyone who's nailed the epic four-minute guitar solo before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, producing the feel of a genuine live show.
The studio previously tried its hand with rhythm games before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable franchise which made a significant influence for many musicians included, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We reproduced every song because the cost prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and we were fairly certain it would fail. However, when the game took off, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their children to the music they loved. It became a multigenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls how the series brought classic rock back into vogue: “The game provided a larger, younger audience. Typically such music was considered outdated material, but then when it was included in the title young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
At that time, the band's first record remained not available stateside, so Guitar Hero served as a primary platform of discovery for the band during their US tour opening for the rock giants. “Their crew were playing the song during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their records. It sold more than half a million copies in its first week, while sales of Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Recently, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in the hardest setting, let alone performed at double speed while hitting a single one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce had already completed a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it has risked overshadow all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, featuring spin-offs like the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.
Titles such as the fan project and newer releases have kept the community active, and there’s set to be something from the original publisher in development. A new studio has entered production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”