Marking 20 years since Guitar Hero debuted in North America, providing everyday gamers the means to become rock legends. Not literally, but try convincing anyone who's nailed the epic four-minute instrumental break before a packed living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Each riff mimicked specific notes, producing the sensation of an authentic performance.
The studio had already tried its hand in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising billion-dollar franchise that had a remarkable influence on numerous of the artists featured, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges in securing the recordings – even though initial releases primarily featured cover versions.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “One of the amazing things was how many mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game revived classic rock to the forefront: “The game offered a bigger, younger audience. Typically such music was considered music that was past it, but then when it was featured on the game young people were finding it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the Answer’s first record remained not available in the US, so the game served as a primary platform of discovery for the band as they went on a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It sold more than half a million units upon release, while demand for Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered dedication within the community. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. This track is challenging enough on the hardest setting, not to mention performed at double speed while hitting a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured 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 says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked overshadow all other accomplishments. Recently, the song featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Impact from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or video games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the creators believed humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
The majority installments came out in just a half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of something from the founders in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“We thought such titles might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to persist for future fans.”