It has been two decades after the legendary game debuted in North America, giving players everywhere the tools to feel like rock legends. Figuratively speaking, but try telling that someone who's nailed the epic lengthy guitar solo in front of a packed living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to a song. Each riff mimicked particular chords, creating the sensation of a genuine live show.
The studio previously experimented with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable series which made a remarkable influence on numerous musicians included, introducing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the cost prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once the game took off, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their children to the music they loved. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “The game provided a bigger, new demographic. Generally such music was seen as music that was past it, but then when it was included in the title young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album remained unreleased stateside, so Guitar Hero served as a primary platform for exposure for the band as they went on US tour supporting the rock giants. “The roadies were playing the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their studio albums. It sold well over half a million copies in its first week, while demand for their songs saw an increase significantly at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone performed at double speed while hitting a single one of the thousands of cues. They claimed requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you should pick up a real gun and enlist,” notes musician the artist.
DragonForce had already wrapped up a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors calling to tell me that we were selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it has risked overshadow everything else the band has done. Last year, the song featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best promotion, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to participate”.
Most installments were released in just a half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a brief comeback several years later.
Titles like the fan project and newer releases have kept the scene alive, with expectations of something from the original publisher in development. Recently formed developers has entered work on its debut music game. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry following the classic?
“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”