It has been two decades since the legendary game debuted in North America, providing players everywhere the tools to feel like rock legends. Figuratively speaking, but try convincing someone who's mastered Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the display in time with a song. Every sequence mimicked particular chords, creating the sensation of an authentic live show.
The studio previously experimented with rhythm games before partnering with the publisher, later purchased by Activision in 2006. Together, they established the groundwork for a surprising massively profitable franchise which made a significant impact on numerous musicians included, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he says. “Even with the publishing rights 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 the project would flop. But once Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock back into vogue: “The game provided a bigger, younger audience. Typically such music was considered music that was past it, however once it got included in the game young people discovered it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the band's debut album was still not available stateside, meaning Guitar Hero was a key medium of discovery for the band as they went on 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 thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their records. It moved more than half a million units in its first week, while sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is difficult even in the hardest setting, let alone played at double speed and without missing every one of its near 4,000 notes. The streamer stated it took months of practice of practice.
“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you should use actual weapons and go to war,” notes musician Herman Li.
The band previously completed a successful tour before their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else accomplishments. Last year, the song was used in promotional material for a major film. “Previously I thought differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best promotion, be it for automobiles, apparel or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.
Games like Clone Hero and Fortnite Festival have kept the scene alive, with set to be a new product from the founders in development. A new studio has begun production on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed those games could be like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”