It has been two decades since the legendary game hit the market across the Atlantic, giving everyday gamers the means to become rock legends. Not in reality, but try convincing anyone who has nailed the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Every sequence mimicked particular chords, creating the feel of a genuine live show.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by Activision in 2006. Together, they established the groundwork for a surprising billion-dollar series which made a significant influence on numerous musicians included, introducing classic bands to a new generation of younger players.
A former executive, former COO from the developer, recalls the initial financial challenges of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the cost was so high,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. But once the game took off, album purchases airtime increased, all artists desired to be in.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their kids to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “The game provided a larger, new demographic. Generally such music was considered music that was past it, but then when it was included in the game and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”
At that time, the band's debut album was still unreleased in the US, so the game served as a primary platform for exposure for the band during their a North American tour opening for the rock giants. “The roadies had on the song during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue than any of their records. It moved well over half a million units in its first week, while demand for their songs saw an increase significantly during an era as the industry faced decline.
The series still motivates nimble-fingered dedication among its fans. Recently, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. This track is challenging enough on expert mode, not to mention performed at increased tempo while hitting a single one of the thousands of cues. They stated it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” says DragonForce guitarist the artist.
The band had already completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors informing us that our selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it threatened to eclipsing all other the band has done. Last year, the track featured in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Iconic Controller
The best promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the creators believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.
Games such as the fan project and newer releases have maintained the community alive, with expectations of something from the founders on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game following the classic?
“Our team believed those games could be like Madden where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain optimistic. There’s no reason for it to continue with new generations.”