It has been two decades since Guitar Hero hit the market in North America, offering everyday gamers the opportunity to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to a song. Each riff mimicked specific notes, creating the feel of an authentic live show.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar series that had a significant influence for many of the artists included, showcasing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game took off, album purchases airtime increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the music they adored. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock to the forefront: “The game provided a bigger, younger audience. Generally such music was considered outdated material, but then once it got featured on the game and teenagers were finding it, suddenly it was cool. This validated the genre, and got rid of the outdated label. It gave all our music renewed popularity.”
In 2008, the Answer’s debut album was still unreleased stateside, so Guitar Hero was a key medium for exposure for the group during their US tour opening for the rock giants. “Their crew had on Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Impact
Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It moved well over 500,000 copies in its first week, and sales of their songs saw an increase significantly during an era as the industry faced decline.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult even in the hardest setting, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.
“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and go to war,” notes musician the artist.
DragonForce previously completed a profitable run before their hit was featured in the third game, yet he explains it turned them into a household name. “I remember the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Recently, the song was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators believed humans have a natural urge to make music, and their goal was to use technology to enable everyone to participate”.
Most installments were released in just a half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Games such as Clone Hero and Fortnite Festival have maintained the scene alive, with expectations of a new product from the founders in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“Our team believed such titles might become like Madden where you can update every year,” he remarks. “There’s so much new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”