Marking 20 years since Guitar Hero first launched across the Atlantic, giving players everywhere the means to become rock legends. Not in reality, but try convincing anyone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
The studio had already tried its hand in the music genre prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Together, they established the foundations for an unlikely billion-dollar series that had a significant impact for many of the artists included, introducing classic bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – even though initial releases mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime were going up, all artists desired to participate.”
He continues: “One of the amazing things was the number of parents got in touch expressing gratitude for exposing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits back into vogue: “Guitar Hero provided a larger, younger audience. Typically such music was considered music that was past it, however when it was featured on the title and teenagers were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It provided our catalog a new life.”
At that time, the band's first record remained unreleased in the US, meaning the game was a key medium of discovery for the band as they went on US tour opening for the rock giants. “Their crew were playing the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It moved well over half a million units in its first week, while sales of their songs rose of up to 40% during an era when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. The song is challenging enough on expert mode, not to mention performed at double speed while hitting a single one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you ought to pick up a real gun and go to war,” notes musician the artist.
The band previously wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors informing us that our selling albums rapidly,” he shares. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow all other the band has done. Last year, the song featured in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact from the Plastic Guitar
Top-tier marketing, be it for automobiles, apparel or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to allow people to do it”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have maintained the community alive, with expectations of a new product from the founders in development. A new studio has entered production on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world ready to embrace a new entry following the classic?
“Our team believed those games could be like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”