Marking 20 years since the legendary game first launched in North America, providing everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who has nailed the epic lengthy instrumental break in front of a packed living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with the music. Every sequence corresponded to particular chords, creating the feel of a genuine live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise which made a significant influence for many of the artists featured, introducing classic groups to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music because the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game took off, and record sales airtime increased, all artists desired to participate.”
He continues: “Among the amazing things was the number of parents got in touch expressing gratitude for exposing their kids to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series brought classic rock to the forefront: “The game provided a bigger, younger audience. Generally such music was seen as outdated material, but then when it was featured on the game young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the outdated label. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still not available stateside, so Guitar Hero was a key medium for exposure for the group during their US tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs Enduring Influence
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated stories, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It moved more than 500,000 copies upon release, and demand for their songs saw an increase of up to 40% during an era when the music business faced decline.
The series still motivates quick-handed dedication within the community. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is challenging enough on the hardest setting, let alone performed at double speed and without missing every one of the thousands of cues. The streamer stated it took nine months of practice.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you ought to use actual weapons and enlist,” says musician Herman Li.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label informing us that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else the band has done. Last year, the track featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, be it for automobiles, apparel or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.
The majority installments were released over a mere five-year period between 2005 and 2010, including spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have kept the community active, and there’s set to be something from the original publisher in development. Recently formed developers has entered production on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“We thought those games could be like Madden where you can releases,” he remarks. “With abundant new music that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”