Marking 20 years after the legendary game first launched in North America, providing players everywhere the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has nailed the epic lengthy instrumental break before a packed living-room audience.
Developed by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the display synchronized to a song. Every sequence mimicked particular chords, producing the feel of an authentic performance.
The studio previously tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable influence on numerous musicians included, showcasing decades-old bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used cover versions.
“We reproduced every song because the cost was so high,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, and record sales and radio play increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It became an intergenerational thing.”
Timeless Music Finds Younger Fans
Irish group the Answer had their track on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought older hits back into vogue: “The game provided a larger, younger audience. Typically this had been seen as music that was past it, however when it was included in the game young people discovered it, suddenly it was cool. This validated the genre, and got rid of the outdated label. It gave our catalog a new life.”
At that time, the band's debut album was still unreleased stateside, so the game served as a primary platform for exposure for the band during their US tour supporting the rock giants. “Their crew 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
Rock’s heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the band more money compared to their records. It moved well over half a million copies upon release, and sales of their songs saw an increase of up to 40% during an era as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is difficult even in the hardest setting, not to mention performed at double speed and without missing every one of its near 4,000 notes. They stated it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run before their hit was featured in the third game, but Li says it turned them into a household name. “I remember the record label calling to tell me that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it has risked eclipsing all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best marketing, be it for cars, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.
Titles such as Clone Hero and newer releases have maintained the scene alive, with expectations of a new product from the original publisher on the way. A new studio has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”