Marking two decades after the legendary game hit the market across the Atlantic, offering players everywhere the opportunity to become rock legends. Not in reality, but try convincing anyone who's 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 match on-screen cues scrolling down the screen in time with a song. Every sequence mimicked particular chords, creating the sensation of an authentic live show.
The studio had already experimented with rhythm games before partnering with the publisher, later acquired by Activision in 2006. Together, they laid the groundwork for a surprising billion-dollar franchise which made a remarkable influence for many of the artists featured, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded all the music because the cost prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game took off, and record sales and radio play were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their children to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act had their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived older hits to the forefront: “The game provided a bigger, younger audience. Generally this had been considered outdated material, but then once it got featured on the game and teenagers discovered it, abruptly it was cool. That legitimised the genre, and got rid of the outdated label. It provided our catalog a new life.”
In 2008, the Answer’s first record was still unreleased stateside, meaning the game was a key medium for exposure for the band as they went on US tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band more money than any of their studio albums. It sold more than half a million copies upon release, and sales of Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
The series continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is difficult enough on expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run before their hit appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the song was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to a single track, that's fine – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best marketing, be it for cars, apparel or games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority installments came out in just a five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be a new product from the original publisher on the way. A new studio has entered production on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to persist for future fans.”