It has been two decades after Guitar Hero debuted across the Atlantic, giving everyday gamers the means to become a rock star. Not literally, but try convincing anyone who's nailed Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.
Created by the developers, the game provided users with a guitar-shaped controller to match on-screen cues moving along the screen in time with a song. Every sequence mimicked specific notes, creating the sensation of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar series which made a remarkable influence on numerous musicians featured, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial financial challenges in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song since the cost was so high,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally such music was considered music that was past it, however when it was included in the title and teenagers discovered it, abruptly it was cool. That legitimised the genre, and got rid of the outdated tag. It provided our catalog a new life.”
In 2008, the band's first record remained unreleased in the US, so Guitar Hero was a key medium of discovery for the group as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It sold more than 500,000 copies upon release, while sales of their songs rose of up to 40% at a time when the music business was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is difficult even in the hardest setting, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated it took months of practice of practice.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you should use actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour when their hit was featured in the third game, but Li says it made them a household name. “I remember our distributors calling to tell me that our records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
In fact, the band's visibility via the game proved so vast that it threatened to eclipsing everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy of a Iconic Controller
The best promotion, whether it’s for cars, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.
Most installments were released over a mere five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a brief comeback in 2015.
Titles like the fan project and newer releases have kept the community alive, and there’s set to be a new product from the original publisher on the way. Recently formed developers has begun work on their first music game. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”