Marking 20 years after the legendary game first launched across the Atlantic, giving players everywhere the means to become rock legends. Not literally, but try telling that anyone who's mastered the epic lengthy guitar solo in front of a packed living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to the music. Every sequence corresponded to particular chords, producing the feel of a genuine performance.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise which made a remarkable impact on numerous of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We rerecorded every song since the cost was so high,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “One of the amazing things was the number of parents got in touch and thanked us for exposing their children to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been considered music that was past it, but then when it was included in the title young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still not available in the US, meaning the game served as a primary platform of discovery for the band as they went on US tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It sold well over half a million units in its first week, and demand for Aerosmith’s music rose significantly during an era as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. The song is challenging even in expert mode, let alone played at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run before their hit appeared in the third game, but Li says it turned them into a household name. “I recall our distributors informing us that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked overshadow all other the band has done. Recently, the song featured in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
The best promotion, whether it’s for automobiles, apparel or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have kept the scene alive, with expectations of something from the founders in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed such titles might become similar to sports games where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”