It has been 20 years after the legendary game first launched across the Atlantic, offering players everywhere the means to become a rock star. Figuratively speaking, but try telling that someone who has mastered the epic four-minute instrumental break before an enthusiastic living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Every sequence corresponded to particular chords, producing the sensation of an authentic performance.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising massively profitable series that had a remarkable impact for many musicians featured, showcasing decades-old bands to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial financial challenges of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game became a hit, and record sales and radio play increased, everyone wanted to be in.”
He adds: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived older hits back into vogue: “The game provided a larger, new demographic. Generally this had been considered outdated material, but then once it got featured on the game young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated label. It provided our catalog renewed popularity.”
At that time, the band's first record was still not available stateside, meaning Guitar Hero served as a primary platform of discovery for the band as they went on US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It moved well over half a million copies in its first week, while demand for their songs saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. The song is challenging enough on the hardest setting, let alone performed at increased tempo and without missing a single one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” notes musician Herman Li.
The band had already wrapped up a profitable run before their hit appeared in the third game, yet he explains it made them a household name. “I recall the record label calling to tell me that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it risked eclipsing all other the band has done. Recently, the song featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the creators felt that humans have a natural urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including spin-offs such as the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.
Titles like Clone Hero and newer releases have kept the scene alive, and there’s set to be something from the original publisher on the way. A new studio has begun production on their first music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games could be like Madden 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.”