Marking two decades since Guitar Hero first launched across the Atlantic, giving everyday gamers the means to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the display synchronized to a song. Each riff corresponded to particular chords, producing the feel of an authentic performance.
The studio previously experimented in the music genre prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely massively profitable franchise which made a remarkable influence for many of the artists included, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, former COO from the developer, remembers the early financial challenges of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song 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 we were fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of 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 Younger Fans
Northern Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Generally this had been seen as outdated material, however once it got featured on the game and teenagers discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated label. It gave all our music renewed popularity.”
At that time, the band's first record was still unreleased in the US, meaning the game was a key medium for exposure for the band as they went on a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It sold more than 500,000 copies upon release, and demand for Aerosmith’s music rose of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is challenging even in expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and go to war,” notes musician the artist.
DragonForce previously completed a successful tour when their hit appeared in the third game, but Li says it turned them into a household name. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Last year, the track was used in a trailer for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.
The majority installments were released in just a half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, except for a brief comeback several years later.
Games such as Clone Hero and newer releases have kept the community active, and there’s set to be something from the founders on the way. Recently formed developers has begun work on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“We thought such titles might become similar to sports games where you can update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”