It has been two decades since the legendary game debuted in North America, offering everyday gamers the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the screen in time with a song. Every sequence corresponded to particular chords, producing the feel of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series which made a significant impact on numerous of the artists included, introducing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, and record sales airtime were going up, all artists desired to be in.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their kids to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer had their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as music that was past it, but then once it got featured on the game young people discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
At that time, the band's debut album remained unreleased stateside, meaning the game served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band greater revenue compared to their records. It moved well over half a million copies upon release, and sales of their songs rose of up to 40% during an era as the industry faced decline.
Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is difficult enough on expert mode, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and go to war,” notes musician Herman Li.
The band had already completed a successful tour when their hit appeared in the third game, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to overshadow everything else the band has done. Last year, the song was used in promotional material for a major film. “Previously I felt differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, be it for cars, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a short-lived revival in 2015.
Games such as the fan project and newer releases have kept the scene alive, with expectations of a new product from the original publisher on the way. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game following the classic?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”