It has been 20 years after the legendary game first launched in North America, providing everyday gamers the opportunity to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's mastered the epic lengthy guitar solo before a packed crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by Activision in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar series that had a significant impact on numerous musicians included, showcasing classic bands to millions of younger players.
A former executive, former COO from the developer, remembers the initial financial challenges of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music because the cost was so high,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as music that was past it, however once it got featured on the game young people were finding it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still unreleased in the US, meaning Guitar Hero was a key medium of discovery for the group as they went on US tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It moved more than half a million units in its first week, and 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. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar 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. The streamer stated it took months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you should use actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run when their hit appeared in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing all other the band has done. Last year, the track was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “If you only hear a single track, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or video games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Titles like Clone Hero and newer releases have kept the scene alive, and there’s set to be a new product from the founders on the way. A new studio has entered production on their first music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought those games could be like Madden allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”