Marking two decades since Guitar Hero first launched across the Atlantic, offering everyday gamers the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute instrumental break before a packed living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the display in time with a song. Every sequence corresponded to 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 the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable series that had a remarkable influence for many of the artists included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the early financial challenges in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song since the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases airtime increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “The game offered a larger, new demographic. Typically such music was seen as music that was past it, but then once it got included in the game and teenagers discovered it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the Answer’s first record was still not available in the US, so Guitar Hero served as a primary platform for exposure for the band during their a North American tour supporting the rock giants. “The roadies were playing the song during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their records. It sold well over 500,000 units upon release, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging even in expert mode, not to mention played at double speed while hitting every one of the thousands of cues. The streamer claimed requiring nine months of practice.
“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you should pick up actual weapons and go to war,” notes musician Herman Li.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label informing us that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow all other the band has done. Last year, the track featured in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Games like Clone Hero and newer releases have kept the scene active, with set to be a new product from the founders on the way. A new studio has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry following the classic?
“We thought those games could be similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”