Marking two decades after the legendary game hit the market across the Atlantic, providing everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s lengthy instrumental break before an enthusiastic living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with a song. Every sequence corresponded to specific notes, producing the feel of a genuine live show.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise which made a remarkable impact for many of the artists featured, introducing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges in securing the recordings – even though initial releases mostly used cover versions.
“We reproduced all the music since the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. However, when the game became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He continues: “One of the remarkable aspects was how many parents got in touch and thanked us for introducing their children to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers the way the game brought older hits back into vogue: “Guitar Hero provided a larger, new demographic. Typically this had been considered outdated material, however when it was included in the game and teenagers were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
At that time, the band's debut album was still not available in the US, meaning Guitar Hero was a key medium for exposure for the group during their a North American tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It moved well over 500,000 copies upon release, and sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging enough on expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
The best promotion, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments were released over a mere half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Games such as Clone Hero and newer releases have kept the scene alive, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered work on their first music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game following Guitar Hero?
“We thought such titles might become like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”