It has been 20 years since Guitar Hero first launched across the Atlantic, giving players everywhere the tools to feel like a rock star. Not literally, but try telling that someone who has mastered the epic four-minute instrumental break before a packed living-room audience.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to a song. Every sequence corresponded to particular chords, creating the sensation of a genuine live show.
The studio had already experimented in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising billion-dollar franchise which made a significant impact for many musicians featured, introducing decades-old bands to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the early financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was how many parents reached out expressing gratitude for introducing their children to the music they loved. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Generally this had been considered music that was past it, but then when it was included in the game young people were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still unreleased stateside, so Guitar Hero was a key medium for exposure for the band as they went on US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It sold more than half a million units in its first week, and demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is challenging even in expert mode, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed it took months of practice of practice.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up actual weapons and enlist,” notes musician the artist.
DragonForce had already wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
The best promotion, be it for cars, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, including spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Games such as Clone Hero and Fortnite Festival have kept the community alive, with set to be a new product from the original publisher on the way. A new studio has begun production on its debut music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed those games could be similar to sports games where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”