Marking 20 years since Guitar Hero hit the market in North America, giving players everywhere the means to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who's mastered the epic lengthy instrumental break before a packed crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the screen synchronized to a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
The studio previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar series which made a remarkable influence for many musicians featured, introducing decades-old bands to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, recalls the early budgetary hurdles in securing the recordings – even though the first two games mostly used cover versions.
“We reproduced every song because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game took off, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many parents reached out expressing gratitude for exposing their children to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Generally this had been seen as outdated material, but then once it got featured on the game young people discovered it, suddenly it became trendy. This validated it, and got rid of the outdated label. It provided our catalog renewed popularity.”
In 2008, the band's first record was still unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the band as they went on US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It sold well over 500,000 units in its first week, while sales of their songs saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is difficult enough on expert mode, let alone played at double speed while hitting every one of the thousands of cues. The streamer stated requiring months of practice to accomplish.
“The game offers a, imaginary experience. If you play other games, it doesn't imply you ought to pick up a real gun and go to war,” says musician Herman Li.
The band previously wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it risked eclipsing everything else accomplishments. Last year, the song was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “If you only listen to a single track, that's fine – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to do it”.
Most installments were released in just a five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the scene active, with set to be something from the founders in development. Recently formed developers has begun production on their first music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?
“Our team believed such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”