Marking 20 years since the legendary game debuted in North America, providing everyday gamers the opportunity to become a rock star. Not literally, but try convincing someone who's nailed the epic four-minute guitar solo before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Every sequence mimicked specific notes, producing the feel of an authentic performance.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series which made a remarkable influence on numerous of the artists featured, introducing classic bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game took off, and record sales airtime were going up, all artists desired 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 songs they loved. It evolved into an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought older hits to the forefront: “The game provided a larger, younger audience. Generally this had been considered outdated material, however once it got featured on the title young people discovered it, suddenly it was cool. That legitimised it, and got rid of the outdated tag. It provided all our music a new life.”
In 2008, the Answer’s first record was still unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour supporting the rock giants. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It moved more than 500,000 copies in its first week, and sales of their songs rose of up to 40% during an era when the music business faced decline.
The series still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. This track is difficult even in the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They stated requiring nine months of practice.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors informing us that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing everything else accomplishments. Last year, the song featured in promotional material for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
The best marketing, be it for cars, apparel or video 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 performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have kept the scene alive, with expectations of something from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason for it to continue with new generations.”