Marking 20 years after Guitar Hero hit the market in North America, giving players everywhere the tools to become a rock star. Figuratively speaking, but try telling that anyone who has nailed the epic four-minute instrumental break before a packed crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable series that had a significant impact on numerous musicians included, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced every song because the cost prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when the game became a hit, album purchases airtime were going up, all artists desired to be in.”
He continues: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their children to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been seen as music that was past it, however when it was included in the title young people were finding it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased in the US, meaning the game served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “Their crew were playing the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their records. It sold well over half a million copies in its first week, while demand for their songs saw an increase of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. This track is challenging even in the hardest setting, let alone played at double speed while hitting a single one of the thousands of cues. They stated it took nine months of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should use a real gun and go to war,” says musician the artist.
The band had already wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I remember the record label informing us that our selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow all other accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what we were 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 human desire to create songs, and they wanted to use technology to enable everyone to do it”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Titles like the fan project and newer releases have kept the scene alive, and there’s set to be something from the founders in development. Recently formed developers has entered work on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry following the classic?
“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”