Marking 20 years after the legendary game hit the market across the Atlantic, giving players everywhere the means to become rock legends. Not literally, but try convincing someone who has nailed the epic lengthy guitar solo before an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar series that had a significant impact on numerous musicians included, introducing classic bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls the way the game revived older hits back into vogue: “The game provided a bigger, younger audience. Generally this had been considered music that was past it, however when it was included in the title and teenagers were finding it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, so the game served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “Their crew had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around their music collections and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their records. It moved well over 500,000 units upon release, and demand for their songs rose significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of the thousands of cues. They stated it took nine months of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should use a real gun and enlist,” says DragonForce guitarist the artist.
The band had already completed a profitable run when Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked eclipsing everything else accomplishments. Last year, the song featured in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to do it”.
The majority installments were released over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have kept the scene alive, with expectations of something from the original publisher in development. Recently formed developers has begun work on its debut music game. Original co-founders are participating in advisory roles. Is the world ready to embrace another game following Guitar Hero?
“We thought those games could be similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”