Marking two decades after the legendary game debuted in North America, offering everyday gamers the opportunity to become rock legends. Not literally, but try convincing someone who has mastered Free Bird’s four-minute guitar solo in front of a packed living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to a song. Each riff corresponded to specific notes, creating the sensation of a genuine performance.
The studio had already tried its hand in the music genre before partnering with RedOctane, which was acquired by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise which made a significant impact for many of the artists included, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like the Who – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once the game became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was considered music that was past it, however when it was included in the title and teenagers were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the band's debut album remained unreleased stateside, meaning Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for the rock giants. “The roadies were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It sold well over half a million units upon release, while sales of Aerosmith’s music rose significantly during an era when the music business faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging enough on the hardest setting, let alone played at increased tempo and without missing every one of its near 4,000 notes. They stated it took months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
In fact, the band's visibility via the game proved so vast that it risked eclipsing all other accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “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 a unique musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier promotion, be it for automobiles, apparel or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
The majority installments came out over a mere five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Titles such as Clone Hero and newer releases have kept the scene active, with set to be a new product from the founders on the way. A new studio has entered production on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry following the classic?
“We thought those games could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”