It has been two decades since Guitar Hero first launched in North America, giving everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try convincing someone who has mastered Free Bird’s lengthy guitar solo before a packed crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Each riff mimicked specific notes, creating the sensation of a genuine performance.
The studio had already experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a significant impact for many of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “The game offered a larger, new demographic. Typically such music was seen as outdated material, but then when it was featured on the game and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the band's first record remained not available in the US, so the game served as a primary platform for exposure for the group as they went on US tour supporting the rock giants. “The roadies had on Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Titles Enduring Impact
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band greater revenue than any of their records. It sold more than half a million units in its first week, and sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. This track is difficult even in expert mode, not to mention performed at increased tempo while hitting a single one of the thousands of cues. They stated it took months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” says musician the artist.
The band had already wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow everything else accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have kept the community alive, with set to be a new product from the founders in development. Recently formed developers has begun work on its debut music game. The initial creators are participating as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought those games could be like Madden allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”