It has been 20 years after the legendary game first launched across the Atlantic, providing players everywhere the means to become a rock star. Figuratively speaking, but try convincing someone who has mastered Free Bird’s lengthy guitar solo before a packed crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the display in time with the music. Every sequence corresponded to particular chords, creating the sensation of an authentic performance.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for a surprising billion-dollar series which made a remarkable impact for many of the artists included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits back into vogue: “The game provided a larger, younger audience. Typically such music was considered music that was past it, but then when it was included in the title and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the outdated tag. It provided our catalog renewed popularity.”
At that time, the band's debut album remained not available stateside, meaning Guitar Hero served as a primary platform for exposure for the group during their US tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and associated lore, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the group greater revenue than any of their studio albums. It sold more than half a million units upon release, and sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. The song 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. The streamer stated it took months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I remember our distributors informing us that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it has threatened to overshadow all other the band has done. Recently, the song featured in promotional material for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to do it”.
The majority installments were released in just a half-decade between 2005 and 2010, including derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Titles such as Clone Hero and newer releases have kept the community active, with expectations of a new product from the founders in development. A new studio has entered production 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 like Madden where you can releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”