It has been 20 years since Guitar Hero debuted in North America, giving players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Every sequence corresponded to particular chords, producing the feel of a genuine performance.
The studio previously experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they established the foundations for an unlikely massively profitable franchise which made a significant influence on numerous of the artists featured, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once the game became a hit, album purchases airtime were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Guitarist the artist recalls how the series revived older hits to the forefront: “The game provided a bigger, new demographic. Generally this had been seen as outdated material, however once it got featured on the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning the game was a key medium for exposure for the group during their US tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their studio albums. It sold more than half a million copies in its first week, while demand for their songs saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is challenging enough on expert mode, let alone played at increased tempo and without missing every one of its near 4,000 notes. The streamer stated it took nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing all other accomplishments. Last year, the track was used in promotional material for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or games, goes further than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators believed humans have a natural human desire to make music, and they wanted to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have maintained the scene alive, with expectations of a new product from the founders in development. Recently formed developers has entered production on its debut music game. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”