It has been 20 years after the legendary game first launched in North America, offering players everywhere the opportunity to feel like rock legends. Not literally, but try telling that anyone who has mastered the epic four-minute instrumental break in front of 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 in time with a song. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
The studio previously experimented in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar series that had a significant influence for many musicians included, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the songs – even though initial releases mostly used cover versions.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. But once the game took off, album purchases airtime were going up, all artists desired to participate.”
He adds: “Among the amazing things was the number of mothers and fathers reached out and thanked us for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series brought classic rock back into vogue: “The game offered a bigger, new demographic. Typically such music was considered music that was past it, but then once it got included in the game young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album was still unreleased in the US, so the game served as a primary platform for exposure for the group as they went on US tour supporting AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Impact
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their records. It moved more than half a million copies in its first week, and demand for their songs saw an increase significantly during an era as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging enough on the hardest setting, let alone played at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Recently, the track was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, be it for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to enable everyone 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 DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback in 2015.
Games such as the fan project and newer releases have kept the community alive, with expectations of a new product from the founders on the way. Recently formed developers has entered production on their first music game. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry following the classic?
“Our team believed such titles might become like Madden where you can update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”