It has been two decades since the legendary game hit the market in North America, providing everyday gamers the tools to feel like rock legends. Not in reality, but try convincing anyone who has nailed the epic lengthy instrumental break in front of a packed living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the display in time with the music. Each riff corresponded to particular chords, creating the sensation of an authentic live show.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar series which made a remarkable influence for many musicians included, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases airtime were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish group the Answer included Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers how the series brought classic rock back into vogue: “The game offered a bigger, new demographic. Typically such music was considered music that was past it, however once it got included in the game young people were finding it, abruptly it was cool. This validated it, 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 stateside, meaning the game was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band greater revenue than any of their studio albums. It sold more than half a million copies upon release, and sales of their songs saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is difficult even in the hardest setting, not to mention played at double speed while hitting every one of the thousands of cues. They stated it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you should pick up actual weapons and go to war,” says DragonForce guitarist the artist.
The band previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors calling to tell me that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
In fact, the band's visibility via the game was so immense that it has risked overshadow everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “Previously I felt differently, 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’ve been part of people’s lives”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have maintained the scene active, and there’s set to be something from the original publisher in development. Recently formed developers has entered work on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed such titles could be like Madden where you can releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”