Marking two decades since Guitar Hero debuted across the Atlantic, providing everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to a song. Each riff corresponded to specific notes, creating the sensation of an authentic live show.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable franchise which made a significant influence on numerous of the artists included, showcasing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial budgetary hurdles in securing the recordings – despite the fact initial releases mostly used cover versions.
“We reproduced every song since the cost was so high,” he says. “Even with the publishing rights alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, and record sales airtime were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for exposing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group one featured act had Never Too Late in the 2008 release the popular installment. Guitarist the artist remembers how the series revived older hits back into vogue: “The game provided a bigger, younger audience. Generally this had been seen as music that was past it, however when it was included in the game and teenagers were finding it, abruptly it was cool. This validated it, and got rid of the outdated label. It gave all our music a new life.”
In 2008, the Answer’s debut album remained unreleased in the US, so Guitar Hero served as a primary platform of discovery for the band as they went on US tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names quickly took advantage of the series’ popularity, 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, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It sold well over half a million units in its first week, and demand for their songs rose significantly at a time as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. The song is difficult enough on the hardest setting, let alone played at double speed while hitting every one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that our selling albums like crazy,” he says. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked eclipsing all other accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the creators believed humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Games like Clone Hero and newer releases have maintained the scene active, with expectations of a new product from the founders on the way. Recently formed developers has begun production on its debut music game. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed those games could be like Madden allowing annual releases,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”