It has been two decades since Guitar Hero debuted across the Atlantic, providing players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Every sequence corresponded to specific notes, producing the sensation of an authentic live show.
The studio had already tried its hand in the music genre before partnering with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable franchise that had a significant impact on numerous of the artists included, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game took off, album purchases and radio play were going up, all artists desired to be in.”
He continues: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Irish group the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought classic rock to the forefront: “The game offered a bigger, new demographic. Typically such music was considered music that was past it, but then when it was featured on the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's first record was still not available in the US, meaning the game was a key medium for exposure for the group during their a North American tour supporting the rock giants. “Their crew had on the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It sold more than half a million units upon release, while sales of Aerosmith’s music saw an increase significantly during an era as the industry faced decline.
The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. This track is challenging even in expert mode, let alone performed at increased tempo while hitting every one of the thousands of cues. They claimed it took nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” notes musician Herman Li.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I remember the record label calling to tell me that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it has threatened to eclipsing all other the band has done. Recently, the song was used in promotional material for a major film. “Previously I thought differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most installments came out over a mere half-decade from 2005 to 2010, including spin-offs such as the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Games like the fan project and newer releases have maintained the scene active, and there’s set to be a new product from the founders on the way. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following the classic?
“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 perennially popular, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”