It has been two decades after the legendary game first launched across the Atlantic, giving players everywhere the tools to become rock legends. Not in reality, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes moving along the display synchronized to the music. Every sequence mimicked particular chords, producing the sensation of an authentic performance.
The studio had already tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar series that had a significant influence on numerous musicians featured, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”
He continues: “Among the amazing things was the number of parents reached out and thanked us for introducing their children to the music they loved. It became a multigenerational thing.”
Timeless Music Gains Younger Fans
Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been seen as music that was past it, but then when it was featured on the game and teenagers discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated label. It provided our catalog renewed popularity.”
In 2008, the band's debut album was still not available stateside, meaning the game served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and related lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the band greater revenue compared to their records. It sold well over half a million copies upon release, while demand for their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of personalization features. The song is difficult enough on the hardest setting, let alone played at increased tempo and without missing every one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” notes musician Herman Li.
DragonForce previously wrapped up a successful tour before their hit appeared in the third game, yet he explains it turned them into widely recognized. “I recall our distributors informing us that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
The best promotion, be it for cars, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and they wanted to use technology to enable everyone to participate”.
The majority installments came out over a mere five-year period between 2005 and 2010, including derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Titles like the fan project and newer releases have maintained the scene alive, with set to be a new product from the founders in development. Recently formed developers has entered production on their first music game. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry following the classic?
“Our team believed such titles could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”