Marking two decades since Guitar Hero debuted across the Atlantic, giving everyday gamers the tools to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who's mastered the epic four-minute instrumental break in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen in time with a song. Each riff corresponded to specific notes, producing the feel of an authentic performance.
The studio previously experimented with rhythm games before partnering with RedOctane, later acquired by Activision in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a remarkable impact for many of the artists included, showcasing classic bands to millions of younger players.
A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the recordings – even though initial releases mostly used cover versions.
“We reproduced every song since the cost prohibitive,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game became a hit, album purchases airtime increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish group one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series revived older hits back into vogue: “The game provided a bigger, younger audience. Typically such music was seen as music that was past it, but then when it was featured on the title young people were finding it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It gave all our music a new life.”
At that time, the Answer’s first record was still unreleased stateside, so Guitar Hero served as a primary platform of discovery for the band during their US tour opening for the rock giants. “Their crew had on 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 soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the group more money compared to their studio albums. It moved more than 500,000 units in its first week, while sales of their songs rose of up to 40% during an era as the industry faced decline.
Guitar Hero still motivates nimble-fingered dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. The song is challenging even in expert mode, not to mention played at double speed and without missing every one of the thousands of cues. They stated requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist Herman Li.
The band had already completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else the band has done. Last year, the track was used in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments came out in just a five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Titles like Clone Hero and Fortnite Festival have kept the community alive, and there’s set to be a new product from the original publisher on the way. A new studio has entered production on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“We thought those games might become similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”