It has been two decades after the legendary game debuted in North America, providing players everywhere the means to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed the epic lengthy instrumental break in front of a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the screen synchronized to the music. Every sequence mimicked specific notes, creating the feel of an authentic live show.
The studio previously experimented in the music genre before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising massively profitable franchise which made a significant influence on numerous of the artists featured, showcasing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song since the cost was so high,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game became a hit, and record sales and radio play increased, everyone wanted to participate.”
He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the music they loved. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band one featured act included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series revived older hits back into vogue: “The game provided a larger, younger audience. Typically such music was seen as music that was past it, however when it was included in the game and teenagers discovered it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the band's first record remained unreleased stateside, so the game was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on their music collections and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It moved more than half a million units in its first week, and sales of their songs rose significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging even in the hardest setting, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring nine months of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
The band previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing all other accomplishments. Recently, the track featured in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
The best promotion, whether it’s for cars, apparel or games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to do it”.
Most installments came out in just a five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the community alive, with expectations of a new product from the founders in development. Recently formed developers has begun production on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed such titles might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist for future fans.”