Marking two decades since Guitar Hero debuted across the Atlantic, offering players everywhere the tools to become a rock star. Not literally, but try telling that someone who has mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Each riff corresponded to particular chords, creating the feel of an authentic performance.
The studio previously experimented in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar series which made a significant impact for many of the artists included, showcasing classic bands to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges in securing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music since the cost was so high,” he explains. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their children to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “Guitar Hero provided a larger, younger audience. Typically such music was considered outdated material, but then once it got included in the title and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the outdated label. It gave our catalog renewed popularity.”
In 2008, the band's debut album was still not available in the US, meaning Guitar Hero was a key medium for exposure for the band during their a North American tour opening for AC/DC. “Their crew were playing the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group more money compared to their records. It moved well over 500,000 copies in its first week, and sales of Aerosmith’s music rose significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. This track is difficult even in the hardest setting, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and enlist,” says DragonForce guitarist the artist.
The band had already completed a successful tour before Through the Fire and Flames 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 like crazy,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has risked eclipsing all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to do it”.
The majority installments came out over a mere five-year period from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, except for a brief comeback in 2015.
Games such as the fan project and newer releases have maintained the community alive, with set to be a new product from the founders in development. Recently formed developers has begun production on their first music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought those games might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”