It has been two decades after Guitar Hero debuted across the Atlantic, offering everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed convincing someone who has mastered the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Every sequence corresponded to specific notes, producing the feel of a genuine live show.
The studio had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising massively profitable series which made a significant impact for many musicians included, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded every song since the cost prohibitive,” he says. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many parents reached out expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Irish group the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought classic rock to the forefront: “The game offered a bigger, new demographic. Typically this had been seen as music that was past it, however once it got included in the title young people discovered it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the Answer’s debut album remained not available in the US, meaning the game was a key medium of discovery for the group as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and related lore, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It moved more than 500,000 copies upon release, and demand for their songs rose of up to 40% at a time as the industry faced decline.
The series continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. This track is challenging even in expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. The streamer stated it took nine months to accomplish.
“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
The band had already wrapped up a successful tour before their hit was featured in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
The best marketing, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators believed humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, except for a brief comeback in 2015.
Games like the fan project and newer releases have maintained the community alive, and there’s set to be something from the original publisher in development. A new studio has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought such titles might become like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”