It has been 20 years since Guitar Hero hit the market across the Atlantic, giving everyday gamers the means to become a rock star. Figuratively speaking, but try telling that someone who has nailed Free Bird’s four-minute guitar solo before a packed living-room audience.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the screen in time with a song. Every sequence mimicked specific notes, producing the feel of a genuine live show.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable series which made a significant influence for many of the artists featured, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the cost prohibitive,” he says. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series revived older hits back into vogue: “Guitar Hero offered a larger, new demographic. Generally such music was seen as music that was past it, but then once it got included in the game and teenagers discovered it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the Answer’s first record remained not available in the US, so Guitar Hero was a key medium for exposure for the group during their US tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money compared to their records. It sold well over 500,000 units upon release, and sales of their songs rose significantly during an era when the music business was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. The song is difficult enough on the hardest setting, let alone played at increased tempo while hitting every one of the thousands of cues. They claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band previously completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing everything else accomplishments. Recently, the song featured in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
The best marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Games like the fan project and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered production on their first music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed those games might become similar to sports games 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 for future fans.”