It has been 20 years since the legendary game first launched in North America, providing everyday gamers the means to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who has nailed the epic lengthy guitar solo in front of a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with the music. Every sequence corresponded to particular chords, 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, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series that had a remarkable impact for many musicians featured, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero became a hit, album purchases airtime increased, all artists desired to participate.”
He continues: “One of the remarkable aspects was the number of parents got in touch and thanked us for exposing their children to the music they adored. It became an intergenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series revived classic rock to the forefront: “The game offered a bigger, younger audience. Typically such music was seen as music that was past it, however once it got included in the title and teenagers discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the band's first record remained unreleased in the US, so the game served as a primary platform of discovery for the group as they went on US tour opening for the rock giants. “The roadies had on the song during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Impact
Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their records. It sold well over half a million copies upon release, and demand for their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. This track is challenging even in expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer stated it took months of practice of practice.
“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run when Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I remember the record label informing us that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other the band has done. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “If you only hear a single track, that's fine – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have maintained the scene alive, with expectations of something from the founders on the way. A new studio has entered production on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason for it to continue with new generations.”