It has been two decades after Guitar Hero first launched in North America, giving players everywhere the tools to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, the game gave players a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Each riff mimicked particular chords, producing the feel of a genuine live show.
The studio previously tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar series which made a remarkable impact on numerous of the artists featured, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded every song since the cost was so high,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “Among the amazing things was how many mothers and fathers got in touch and thanked us for introducing their kids to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock back into vogue: “The game offered a larger, new demographic. Typically such music was considered music that was past it, but then once it got featured on the game young people were finding it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It provided our catalog renewed popularity.”
At that time, the Answer’s first record remained not available stateside, meaning the game served as a primary platform for exposure for the group during their a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue than any of their studio albums. It moved more than 500,000 copies in its first week, while demand for their songs rose of up to 40% at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. The song is challenging even in the hardest setting, let alone played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” notes musician Herman Li.
DragonForce previously completed a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I recall our distributors informing us that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow everything else accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
The best promotion, be it for automobiles, apparel or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the co-founders felt that humans have a natural human desire to make music, and they wanted to use technology to allow people to do it”.
Most installments came out over a mere half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the scene active, with set to be a new product from the founders in development. A new studio has entered work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible for it to continue for future fans.”