Marking two decades since Guitar Hero first launched in North America, giving players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed the epic four-minute guitar solo in front of a packed living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen in time with a song. 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 acquired by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a remarkable influence for many of the artists included, showcasing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song since the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”
He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits back into vogue: “Guitar Hero provided a larger, new demographic. Generally such music was considered outdated material, however when it was featured on the game young people discovered it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
At that time, the band's debut album was still not available in the US, meaning Guitar Hero served as a primary platform of discovery for the group during their a North American tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It moved well over 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series continues to inspire quick-handed dedication within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult enough on expert mode, let alone performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” says musician the artist.
DragonForce had already completed a successful tour when Through the Fire and Flames 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 like crazy,” he says. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it has threatened to overshadow all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Iconic Controller
The best promotion, whether it’s for cars, clothes or video games, extends beyond than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to do it”.
The majority installments came out over a mere half-decade from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Games like the fan project and newer releases have maintained the community alive, with set to be a new product from the original publisher on the way. A new studio has begun work on its debut music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry following the classic?
“We thought those games could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”