It has been 20 years after Guitar Hero first launched in North America, providing players everywhere the means to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the screen synchronized to a song. Every sequence mimicked specific notes, producing the feel of a genuine performance.
The studio had already experimented with rhythm games before partnering with RedOctane, later acquired by Activision during the mid-2000s. Together, they laid the foundations for an unlikely massively profitable franchise that had a significant influence for many musicians included, showcasing classic bands to a new generation of younger players.
A former executive, former COO from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used cover versions.
“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero became a hit, and record sales airtime increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It became a multigenerational thing.”
Timeless Music Finds a New Audience
Irish group one featured act had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Generally this had been considered outdated material, however once it got included in the game young people were finding it, suddenly it was cool. That legitimised it, eliminating the outdated label. It provided all our music a new life.”
At that time, the Answer’s debut album was still not available stateside, so Guitar Hero was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It moved more than 500,000 copies upon release, while sales of their songs rose of up to 40% during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. The song is difficult enough on the hardest setting, not to mention played at increased tempo while hitting every one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” says DragonForce guitarist the artist.
DragonForce had already completed a profitable run before their hit was featured in the third game, yet he explains it made them a household name. “I recall our distributors informing us that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing all other the band has done. Recently, the track was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles like the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Titles like Clone Hero and newer releases have maintained the community alive, and there’s expectations of a new product from the founders on the way. A new studio has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason for it to continue for future fans.”