It has been two decades since Guitar Hero hit the market across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try telling that someone who's mastered the epic lengthy instrumental break before a packed living-room audience.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Every sequence mimicked particular chords, creating the sensation of an authentic live show.
The studio previously experimented with rhythm games before partnering with the publisher, later purchased by Activision in 2006. Together, they laid the foundations for a surprising billion-dollar franchise which made a significant impact for many musicians included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to be in.”
He continues: “Among the amazing things was the number of parents reached out and thanked us for introducing their kids to the songs they adored. It became a multigenerational thing.”
Classic Rock Gains a New Audience
Irish group the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series revived older hits back into vogue: “The game offered a larger, younger audience. Typically this had been seen as music that was past it, however once it got included in the game and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It gave our catalog renewed popularity.”
At that time, the band's first record was still unreleased in the US, so Guitar Hero served as a primary platform of discovery for the group during their a North American tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It moved more than half a million copies upon release, and demand for Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. The song is difficult enough on expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. They stated it took months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label informing us that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow everything else the band has done. Recently, the song was used in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to do it”.
The majority installments came out over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Titles such as Clone Hero and newer releases have maintained the community alive, and there’s set to be a new product from the original publisher on the way. Recently formed developers has begun production on its debut music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game following the classic?
“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”