It has been 20 years since the legendary game debuted across the Atlantic, giving players everywhere the means to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to the music. Each riff mimicked particular chords, creating the feel of a genuine live show.
The studio had already experimented with rhythm games before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they established the foundations for a surprising massively profitable franchise that had a significant impact for many of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the cost was so high,” he says. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many parents reached out expressing gratitude for introducing their children to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series brought 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 Generally this had been considered outdated material, however once it got included in the title young people discovered it, abruptly it became trendy. This validated it, eliminating the outdated tag. It gave all our music a new life.”
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 group as they went on a North American tour supporting AC/DC. “Their crew had on the song on the tour bus, and several knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their records. It moved more than 500,000 units upon release, and sales of their songs saw an increase of up to 40% at a time when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. This track is challenging enough on the hardest setting, not to mention played at double speed while hitting every one of the thousands of cues. The streamer stated it took months of practice of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says musician the artist.
DragonForce had already completed a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums rapidly,” he says. “It exploded when we next toured, and we were playing just before top acts at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to overshadow everything else accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Iconic Controller
The best marketing, whether it’s for cars, clothes or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Titles like Clone Hero and newer releases have kept the community alive, and there’s set to be a new product from the founders in development. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”