It has been 20 years since the legendary game first launched in North America, giving players everywhere the opportunity to become a rock star. Not literally, but try telling that someone who's nailed Free Bird’s lengthy guitar solo in front of an enthusiastic living-room audience.
Created by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with a song. Every sequence corresponded to specific notes, producing the feel of an authentic live show.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a remarkable influence for many 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, recalls the early financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We reproduced every song since the cost was so high,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when the game became a hit, and record sales airtime increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the songs they loved. It became a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero offered a larger, new demographic. 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. That legitimised it, eliminating the outdated tag. It provided all our music a new life.”
At that time, the band's debut album was still not available stateside, so Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour opening for the rock giants. “Their crew had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Influence
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group more money compared to their records. It moved more than half a million copies in its first week, and demand for Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. This track is difficult enough on the hardest setting, not to mention played at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you should use actual weapons and go to war,” notes musician the artist.
The band previously wrapped up a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I remember our distributors informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Impact of a Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to do it”.
Most installments came out in just a half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback several years later.
Titles like Clone Hero and newer releases have maintained the community active, and there’s set to be something from the founders in development. A new studio has entered work on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“Our team believed such titles could be similar to sports games allowing annual update every year,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”