It has been 20 years after Guitar Hero debuted across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try telling that someone who has mastered Free Bird’s four-minute guitar solo in front of a packed crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display in time with a song. Every sequence mimicked specific notes, producing the sensation of a genuine performance.
The studio had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable series that had a remarkable impact on numerous of the artists included, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the songs – even though initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases and radio play increased, all artists desired to participate.”
He continues: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Typically this had been considered outdated material, however once it got included in the game and teenagers discovered it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album remained not available stateside, so the game was a key medium of discovery for the group during their US tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their records. It moved more than half a million copies upon release, while demand for Aerosmith’s music rose significantly during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. The song is difficult enough on expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated it took months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up a real gun and enlist,” says musician Herman Li.
DragonForce had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has threatened to overshadow all other accomplishments. Last year, the track 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 listen to a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including derivative titles such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games such as the fan project and Fortnite Festival have kept the scene alive, with set to be something from the founders in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game following the classic?
“We thought those games might become like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”