Marking two decades since the legendary game first launched across the Atlantic, providing players everywhere the means to become a rock star. Not in reality, but try telling that someone who has nailed Free Bird’s lengthy guitar solo in front of a packed living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked specific notes, creating the sensation of an authentic live show.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the foundations for an unlikely massively profitable franchise that had a significant impact on numerous musicians featured, introducing classic groups to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial budgetary hurdles in securing the songs – even though initial releases mostly used cover versions.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero became a hit, and record sales and radio play increased, all artists desired to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Generally such music was considered music that was past it, but then once it got featured on the game and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated tag. It gave our catalog a new life.”
In 2008, the band's first record was still unreleased stateside, so the game served as a primary platform for exposure for the band as they went on US tour opening for the rock giants. “Their crew had on Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group greater revenue compared to their studio albums. It moved more than half a million units upon release, while demand for Aerosmith’s music rose significantly during an era when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is difficult even in the hardest setting, not to mention played at double speed while hitting a single one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“The game offers a, imaginary experience. Just as with other games, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Recently, the track featured in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best promotion, be it for automobiles, clothes or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Games such as the fan project 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 begun production on their first music game. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“We thought such titles might become like Madden where you can releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”