Marking 20 years since the legendary game hit the market across the Atlantic, offering players everywhere the opportunity to become rock legends. Not in reality, but try telling that anyone who's mastered the epic lengthy instrumental break in front of a packed crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to the music. Each riff corresponded to particular chords, producing the sensation of an authentic live show.
The studio had already tried its hand in the music genre prior to teaming up with the publisher, later acquired by Activision in 2006. Collaboratively, they established the foundations for a surprising billion-dollar franchise that had a significant impact for many of the artists featured, showcasing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. But once the game took off, album purchases airtime increased, everyone wanted to be in.”
He adds: “One of the amazing things was the number of parents reached out and thanked us for introducing their kids to the music they adored. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series brought older hits back into vogue: “The game offered a bigger, new demographic. Typically this had been considered music that was past it, however once it got included in the game and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the outdated label. It gave all our music a new life.”
At that time, the Answer’s first record was still unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It sold well over half a million units in its first week, while sales of their songs saw an increase significantly during an era as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is difficult even in the hardest setting, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and go to war,” says musician the artist.
The band previously completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else accomplishments. Recently, the song was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best marketing, be it for automobiles, apparel or games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Titles like the fan project and newer releases have maintained the community active, and there’s set to be a new product from the founders on the way. A new studio has entered production on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”