Marking two decades since Guitar Hero first launched in North America, offering players everywhere the opportunity to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who has mastered Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the screen in time with the music. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
The studio previously tried its hand with rhythm games before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable franchise that had a remarkable influence for many of the artists featured, introducing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.
“We reproduced every song since the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, album purchases airtime increased, all artists desired to participate.”
He adds: “Among the amazing things was how many parents got in touch and thanked us for exposing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Typically such music was considered music that was past it, but then when it was included in the game and teenagers discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album was still not available in the US, so the game was a key medium for exposure for the group as they went on US tour supporting the rock giants. “The roadies had on the song during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group greater revenue than any of their records. It sold more than 500,000 units in its first week, while demand for Aerosmith’s music rose significantly during an era as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered dedication within the community. Recently, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is difficult even in the hardest setting, not to mention played at double speed while hitting a single one of the thousands of cues. They stated it took nine months to accomplish.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you ought to use actual weapons and enlist,” says musician Herman Li.
DragonForce had already completed a successful tour when Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I remember our distributors calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow all other the band has done. Recently, the song was used in a trailer for a major film. “In the past I thought differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, be it for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Titles like Clone Hero and newer releases have kept the community alive, with set to be a new product from the founders on the way. A new studio 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 in the spirit of the classic?
“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”