Marking 20 years since Guitar Hero hit the market in North America, offering everyday gamers the means to feel like rock legends. Not in reality, but try telling that someone who has nailed the epic lengthy guitar solo before a packed crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with the music. Every sequence mimicked specific notes, creating the feel of a genuine live show.
The studio previously tried its hand in the music genre prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable franchise which made a significant influence for many musicians featured, showcasing decades-old bands to a new generation of younger players.
A former executive, former COO from the developer, recalls the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded every song since the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, album purchases airtime increased, all artists desired to participate.”
He continues: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they loved. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “The game offered a larger, new demographic. Typically this had been considered outdated material, but then once it got included in the title young people discovered it, abruptly it was cool. This validated it, and got rid of the outdated tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still not available in the US, meaning Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour opening for AC/DC. “The roadies were playing the song during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the band greater revenue compared to their studio albums. It sold well over half a million copies in its first week, and demand for their songs saw an increase of up to 40% at a time as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is difficult enough on expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I remember our distributors informing us that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it risked overshadow everything else accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, be it for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to use technology to allow people to do it”.
The majority installments were released over a mere half-decade from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, except for a brief comeback several years later.
Games like the fan project and newer releases have maintained the scene active, and there’s expectations of something from the founders in development. Recently formed developers has begun production on their first music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following the classic?
“Our team believed those games might become like Madden where you can update every year,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”