Marking two decades since Guitar Hero debuted across the Atlantic, giving everyday gamers the tools to become a rock star. Figuratively speaking, but try telling that someone who has nailed Free Bird’s lengthy guitar solo in front of a packed living-room audience.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the display in time with a song. Each riff mimicked particular chords, creating the sensation of a genuine live show.
The studio previously experimented with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a remarkable impact for many musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”
He continues: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived older hits to the forefront: “The game provided a larger, new demographic. Generally such music was considered outdated material, but then when it was featured on the game young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the outdated tag. It gave our catalog a new life.”
In 2008, the band's debut album remained unreleased in the US, meaning the game served as a primary platform of discovery for the group as they went on US tour supporting AC/DC. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Influence
Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their records. It sold more than half a million copies upon release, while sales of Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed 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 the game – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. This track is difficult even in the hardest setting, let alone played at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it has threatened to overshadow everything else accomplishments. Last year, the song was used in a trailer for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
The best promotion, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most installments were released over a mere half-decade between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Games like the fan project and newer releases have kept the scene active, with expectations of something from the original publisher in development. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?
“Our team believed such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”