Marking two decades since Guitar Hero first launched across the Atlantic, providing everyday gamers the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy instrumental break before a packed crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to match on-screen cues moving along the screen synchronized to the music. Each riff corresponded to specific notes, creating the feel of a genuine performance.
The studio had already experimented in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising billion-dollar franchise which made a significant impact on numerous musicians featured, introducing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the songs – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. But once the game became a hit, album purchases airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of parents got in touch and thanked us for exposing their kids to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series brought older hits back into vogue: “The game offered a larger, new demographic. Typically this had been considered music that was past it, however when it was featured on the game young people discovered it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It gave all our music a new life.”
In 2008, the band's first record was still not available in the US, so the game served as a primary platform for exposure for the band during their a North American tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band greater revenue compared to their records. It moved well over half a million copies upon release, while demand for their songs saw an increase of up to 40% at a time as the industry faced decline.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. This track is difficult even in the hardest setting, let alone performed at increased tempo while hitting every one of the thousands of cues. They claimed requiring months of practice of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” says musician Herman Li.
The band previously wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I remember our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked overshadow all other the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or video games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have kept the community alive, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden allowing annual update every year,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to continue for future fans.”