It has been 20 years after the legendary game hit the market across the Atlantic, giving everyday gamers the means to become a rock star. Not literally, but try telling that anyone who has mastered the epic four-minute guitar solo before a packed living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen synchronized to the music. Every sequence corresponded to specific notes, creating the sensation of a genuine performance.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise that had a remarkable impact for many of the artists included, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the early financial challenges of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game took off, album purchases airtime were going up, 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 adored. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Generally such music was seen as outdated material, however once it got featured on the game young people were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It gave our catalog a new life.”
At that time, the band's first record was still unreleased in the US, so the game served as a primary platform of discovery for the band during their US tour opening for the rock giants. “Their crew were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Titles Enduring Impact
Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their records. It sold well over half a million copies upon release, and sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is difficult enough on expert mode, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” notes musician Herman Li.
DragonForce previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing all other the band has done. Last year, the song featured in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best marketing, be it for automobiles, apparel or games, extends beyond than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.
Games such as Clone Hero and newer releases have maintained the scene alive, and there’s set to be something from the founders in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry following the classic?
“Our team believed those games might become like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”