It has been two decades after Guitar Hero first launched across the Atlantic, giving players everywhere the tools to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's mastered Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with the music. Every sequence mimicked particular chords, creating the feel of an authentic live show.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable impact on numerous musicians featured, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early financial challenges in securing the songs – 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 by themselves, it was nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, and record sales airtime were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of parents got in touch and thanked us for exposing their children to the songs they loved. It became an intergenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series revived classic rock to the forefront: “The game provided a larger, new demographic. Generally this had been seen as outdated material, but then when it was included in the game young people were finding it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the band's debut album remained not available in the US, so the game was a key medium of discovery for the group as they went on US tour opening for the rock giants. “Their crew had on the song during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Titles Enduring Impact
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their records. It sold more than half a million copies upon release, and sales of their songs saw an increase significantly during an era as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. The song is difficult enough on the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” says musician the artist.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors informing us that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked overshadow everything else accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, that's fine – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most installments came out over a mere five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have kept the community alive, and there’s expectations of something from the founders on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist for future fans.”