It has been 20 years since the legendary game first launched across the Atlantic, giving everyday gamers the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the display in time with a song. Each riff corresponded to particular chords, producing the feel of an authentic performance.
The studio previously experimented in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar series which made a significant impact on numerous musicians included, introducing classic groups to millions of younger players.
A former executive, former COO from the developer, remembers the initial financial challenges of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases airtime were going up, all artists desired to be in.”
He adds: “One of the remarkable aspects was how many parents reached out expressing gratitude for introducing their kids to the music they adored. It became a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish group one featured act included their track in the 2008 release the popular installment. Guitarist the artist remembers how the series brought classic rock to the forefront: “The game offered a bigger, younger audience. Generally such music was considered outdated material, however once it got included in the title young people were finding it, suddenly it was cool. This validated the genre, and got rid of the outdated label. It provided all our music a new life.”
In 2008, the band's first record remained unreleased in the US, meaning the game was a key medium for exposure for the band during their a North American tour supporting the rock giants. “Their crew had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It sold more than half a million units upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. This track is difficult even in the hardest setting, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.
The band had already wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else accomplishments. Last year, the track was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best marketing, be it for cars, apparel or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “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 creators felt that humans have a natural urge to make music, and their goal was to use technology to allow people to do it”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games such as Clone Hero and Fortnite Festival have kept the community alive, with set to be a new product from the original publisher on the way. A new studio has entered production on its debut music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry following the classic?
“We thought such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to continue for future fans.”