It has been 20 years after Guitar Hero debuted in North America, giving everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with the music. Every sequence mimicked particular chords, creating the feel of a genuine performance.
The studio previously experimented in the music genre before partnering with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar series that had a significant impact for many of the artists featured, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once the game took off, and record sales airtime increased, all artists desired to participate.”
He adds: “Among the amazing things was how many mothers and fathers reached out and thanked us for introducing their children to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits back into vogue: “Guitar Hero provided a larger, new demographic. Generally such music was seen as outdated material, but then once it got featured on the title and teenagers were finding it, suddenly it was cool. That legitimised it, eliminating the outdated label. It provided our catalog renewed popularity.”
In 2008, the band's first record remained unreleased stateside, so the game served as a primary platform for exposure for the group during their a North American tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles and Lasting Impact
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their studio albums. It moved more than half a million copies upon release, while demand for their songs rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. The song is challenging even in the hardest setting, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce previously completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it has threatened to eclipsing all other the band has done. Recently, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
The best promotion, be it for automobiles, clothes or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to make music, and their goal was to use technology to allow people to do it”.
Most installments were released over a mere five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback in 2015.
Games like Clone Hero and newer releases have kept the scene alive, with expectations of something from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”