Marking two decades after Guitar Hero first launched across the Atlantic, giving everyday gamers the means to feel like rock legends. Not literally, but try telling that anyone who's mastered Free Bird’s lengthy instrumental break before a packed living-room audience.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
The studio previously tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series that had a significant impact on numerous of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles in securing the songs – even though the first two games mostly used cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game became a hit, album purchases airtime were going up, everyone wanted to participate.”
He continues: “One of the amazing things was the number of parents got in touch and thanked us for introducing their children to the music they loved. It became an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish group the Answer included Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers how the series brought older hits to the forefront: “The game offered a larger, younger audience. Typically such music was considered outdated material, however once it got included in the title young people were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the band's debut album remained unreleased stateside, so Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour opening for AC/DC. “The roadies had on the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Impact
Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their records. It sold more than 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 continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is difficult enough on expert mode, not to mention performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors informing us that our selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it threatened to eclipsing all other accomplishments. Recently, the track was used in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best marketing, whether it’s for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to allow people to participate”.
Most installments came out over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be a new product from the founders on the way. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”