Marking 20 years since the legendary game debuted in North America, offering everyday gamers the tools to feel like a rock star. Not literally, but try convincing anyone who has mastered Free Bird’s lengthy guitar solo in front of a packed living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the screen synchronized to the music. Every sequence mimicked specific notes, producing the feel of a genuine live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable series which made a significant impact for many musicians featured, introducing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, everyone wanted to participate.”
He continues: “One of the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the songs they adored. It became a multigenerational thing.”
Classic Rock Gains a New Audience
Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been considered outdated material, however when it was featured on the title and teenagers were finding it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the Answer’s debut album was still not available stateside, meaning the game served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group more money than any of their records. It sold well over half a million copies upon release, while demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. This track is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and enlist,” says musician the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label informing us that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.”
In fact, the band's visibility via the game proved so vast that it threatened to eclipsing everything else accomplishments. Last year, the track featured in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact of a Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Titles like Clone Hero and Fortnite Festival have kept the scene alive, with set to be a new product from the original publisher in development. A new studio has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual update every year,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”