It has been two decades since Guitar Hero debuted in North America, providing everyday gamers the tools to become rock legends. Not literally, but try convincing someone who has nailed Free Bird’s lengthy instrumental break before a packed living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with the music. Each riff mimicked particular chords, creating the sensation of a genuine performance.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable influence on numerous of the artists included, introducing classic bands to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music since the cost was so high,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the music they loved. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series revived classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Generally such music was considered outdated material, but then once it got included in the game and teenagers discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the band's debut album remained unreleased stateside, so the game served as a primary platform for exposure for the group during their a North American tour opening for AC/DC. “The roadies had on the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and related stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their records. It sold well over half a million units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. The song is challenging enough on the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. The streamer stated it took nine months of practice.
“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” notes musician the artist.
The band had already completed a profitable run before their hit was featured in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow everything else accomplishments. Last year, the song was used in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with 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 pleased we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best promotion, be it for cars, apparel or games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.
Most installments came out in just a five-year period between 2005 and 2010, including derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Titles like the fan project and newer releases have kept the community active, with expectations of a new product from the founders in development. A new studio has entered production on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “There’s so much 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.”