It has been two decades since Guitar Hero first launched in North America, offering everyday gamers the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed convincing someone who has mastered the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the display in time with the music. Each riff corresponded to particular chords, creating the feel of an authentic live show.
The studio previously experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar series that had a significant influence on numerous musicians featured, introducing decades-old groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, and record sales and radio play were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of parents reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Northern Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits to the forefront: “The game offered a larger, younger audience. Typically such music was considered music that was past it, but then once it got included in the game and teenagers discovered it, abruptly it became trendy. This validated the genre, and got rid of the outdated label. It provided our catalog renewed popularity.”
In 2008, the Answer’s first record remained not available stateside, so the game was a key medium for exposure for the group during their a North American tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their records. It sold well over half a million units in its first week, and demand for their songs rose of up to 40% during an era as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. The song is difficult even in expert mode, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” notes musician the artist.
The band previously completed a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I remember our distributors informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked overshadow everything else accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best marketing, whether it’s for cars, clothes or games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators believed humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most installments were released over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.
Titles such as the fan project and newer releases have kept the community alive, and there’s expectations of a new product from the original publisher on the way. A new studio has begun production on their first music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following the classic?
“We thought such titles could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist for future fans.”