Marking 20 years after Guitar Hero first launched in North America, giving players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to the music. Every sequence mimicked particular chords, creating the sensation of an authentic live show.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable series that had a remarkable influence for many musicians featured, showcasing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to participate.”
He continues: “Among the amazing things was how many mothers and fathers reached out and thanked us for exposing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Guitarist the artist remembers how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Generally this had been seen as music that was past it, however when it was featured on the title young people discovered it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album remained not available in the US, so the game was a key medium of discovery for the band during their a North American tour supporting the rock giants. “Their crew were playing the song during travel, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Influence
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and related 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 half a million units in its first week, while sales of their songs rose of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. The song is difficult even in expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. They claimed it took nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run before their hit appeared in the third game, but Li says it turned them into widely recognized. “I recall our distributors informing us that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else the band has done. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the co-founders believed humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to do it”.
The majority installments were released over a mere five-year period from 2005 to 2010, featuring derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Titles like Clone Hero and newer releases have maintained the community active, with expectations of a new product from the original publisher on the way. A new studio has begun production on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game following the classic?
“We thought those games might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”