Marking two decades after Guitar Hero debuted in North America, offering everyday gamers the means to become rock legends. Not in reality, but try telling that anyone who's mastered the epic four-minute instrumental break before an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the screen in time with the music. Every sequence mimicked particular chords, creating the sensation of a genuine live show.
The studio had already experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable series which made a significant influence for many of the artists included, introducing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced every song since the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, and record sales airtime increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was how many parents reached out expressing gratitude for exposing their children to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers the way the game revived classic rock to the forefront: “The game provided a larger, younger audience. Generally such music was considered outdated material, however once it got featured on the game and teenagers discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album remained not available stateside, so Guitar Hero was a key medium of discovery for the group during their US tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their records. It sold more than 500,000 units in its first week, and demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.
Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. This track is challenging even in expert mode, let alone performed at double speed while hitting every one of the thousands of cues. They claimed requiring nine months of practice.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to use actual weapons and enlist,” says musician Herman Li.
DragonForce previously completed a successful tour when their hit appeared in the third game, yet he explains it turned them into widely recognized. “I recall the record label informing us that we were selling albums rapidly,” he says. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it threatened to eclipsing all other accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best promotion, whether it’s for cars, clothes or video games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders felt that humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, except for a brief comeback several years later.
Games like Clone Hero and newer releases have kept the community active, with expectations of a new product from the original publisher in development. A new studio has begun production on their first music game. Original co-founders are participating as special advisers. 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. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”