It has been two decades after the legendary game first launched across the Atlantic, providing players everywhere the opportunity to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who has mastered the epic four-minute instrumental break before a packed living-room audience.
Created by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Every sequence mimicked specific notes, producing the sensation of an authentic live show.
The studio had already tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they laid the foundations for an unlikely massively profitable franchise that had a significant impact on numerous musicians included, showcasing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.
“We rerecorded all the music because the cost was so high,” he says. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once Guitar Hero took off, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “One of the remarkable aspects was the number of parents got in touch and thanked us for exposing their kids to the music they loved. It became a multigenerational thing.”
Classic Rock Finds a New Audience
Northern Irish group one featured act included their track in the 2008 release the popular installment. Lead musician the artist recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Generally this had been seen as music that was past it, but then when it was included in the game young people discovered it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the Answer’s debut album was still unreleased stateside, so the game served as a primary platform for exposure for the band during their a North American tour opening for AC/DC. “The roadies were playing the song during travel, and several knew us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their studio albums. It moved well over half a million copies in its first week, while demand for their songs rose of up to 40% at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is difficult enough on the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you ought to pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow all other accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, 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, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Titles such as the fan project and newer releases have maintained the community active, with set to be a new product from the original publisher in development. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. There’s no reason for it to continue for future fans.”