It has been two decades since Guitar Hero hit the market in North America, giving everyday gamers the opportunity to feel like a rock star. Not literally, but try convincing anyone who's nailed the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with the music. Every sequence corresponded to particular chords, creating the sensation of a genuine live show.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series which made a significant impact on numerous of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music since the cost was so high,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “The game provided a bigger, new demographic. Typically this had been seen as music that was past it, but then once it got included in the game young people were finding it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's debut album was still not available in the US, so the game was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their records. It sold more than 500,000 copies in its first week, while sales of their songs rose of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. This track is challenging even in the hardest setting, not to mention played at double speed and without missing a single one of the thousands of cues. They claimed requiring months of practice of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour before their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors informing us that our records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing all other the band has done. Last year, the track was used in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most installments came out in just a half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have kept the community active, and there’s set to be a new product from the founders on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles might become like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”