It has been two decades since the legendary game first launched in North America, offering everyday gamers the means to feel like rock legends. Not in reality, though you'd be hard-pressed telling that someone who's nailed the epic four-minute instrumental break before a packed living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Each riff mimicked particular chords, creating the sensation of a genuine performance.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable series which made a remarkable impact for many of the artists included, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial budgetary hurdles of licensing the songs – even though the first two games primarily featured cover versions.
“We rerecorded all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when the game took off, and record sales and radio play were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought older hits back into vogue: “The game provided a bigger, younger audience. Generally such music was seen as outdated material, however once it got included in the title young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
In 2008, the band's first record remained not available in the US, meaning Guitar Hero was a key medium of discovery for the band during their US tour opening for the rock giants. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Titles Enduring Impact
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their records. It moved well over half a million units upon release, and demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. The song is challenging even in the hardest setting, let alone played at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including spin-offs like the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.
Titles like the fan project and newer releases have kept the scene active, with expectations of a new product from the founders on the way. A new studio has entered production on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”