Marking 20 years since Guitar Hero first launched across the Atlantic, providing everyday gamers the means to become rock legends. Not in reality, but try convincing anyone who's nailed Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
The studio previously tried its hand in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the foundations for a surprising massively profitable franchise which made a significant impact for many of the artists included, introducing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the songs – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced the project would flop. But once the game became a hit, album purchases airtime increased, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the music they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Generally this had been seen as music that was past it, but then when it was featured on the game and teenagers were finding it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”
At that time, the band's debut album was still unreleased stateside, so the game served as a primary platform for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group more money than any of their records. It sold well over 500,000 copies in its first week, while sales of their songs rose significantly at a time as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. This track is difficult even in the hardest setting, let alone played at double speed and without missing a single one of its near 4,000 notes. They stated it took nine months of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should use a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour when their hit appeared in the third game, but Li says it turned them into widely recognized. “I recall our distributors informing us that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it risked eclipsing everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, be it for automobiles, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, except for a short-lived revival in 2015.
Games like Clone Hero and newer releases have maintained the community active, with expectations of a new product from the founders on the way. A new studio has entered work on its debut music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”