Marking two decades after Guitar Hero 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 convincing someone who's mastered the epic lengthy instrumental break in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the display in time with the music. Each riff corresponded to particular chords, producing the sensation of a genuine live show.
The studio previously experimented with rhythm games before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a significant influence on numerous of the artists included, introducing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of parents got in touch expressing gratitude for introducing their kids to the songs they loved. It evolved into an intergenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series revived older hits to the forefront: “The game provided a larger, new demographic. Typically such music was seen as music that was past it, but then once it got featured on the game young people were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It provided all our music renewed popularity.”
At that time, the band's first record was still unreleased in the US, so Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band more money compared to their records. It sold well over 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging even in the hardest setting, not to mention played at increased tempo while hitting every one of the thousands of cues. The streamer stated requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” notes musician the artist.
DragonForce previously wrapped up a successful tour when their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked eclipsing all other the band has done. Recently, the track was used in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a brief comeback several years later.
Titles like the fan project and newer releases have maintained the community alive, with set to be something from the founders on the way. A new studio has begun production on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed those games could be similar to sports games where you can update every year,” he remarks. “There’s so much new music it could remain evergreen, thus I remain optimistic. It's entirely possible why it can’t continue for future fans.”