It has been 20 years since the legendary game hit the market across the Atlantic, providing everyday gamers the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.
The studio had already tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise that had a remarkable impact on numerous of the artists included, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial budgetary hurdles in securing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced every song because the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “Guitar Hero provided a larger, new demographic. Typically this had been considered outdated material, but then when it was included in the title young people were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated tag. It gave all our music renewed popularity.”
In 2008, the band's first record was still unreleased in the US, meaning the game served as a primary platform of discovery for the band as they went on a North American tour supporting AC/DC. “Their crew were playing the song during travel, and several knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Influence
Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their records. It sold more than 500,000 copies upon release, while demand for their songs rose of up to 40% at a time as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. This track is difficult even in expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. They stated it took nine months of practice.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and enlist,” notes musician the artist.
The band previously wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall 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 top acts at the event.”
Indeed, the band's visibility via the game was so immense that it has threatened to overshadow everything else accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best promotion, whether it’s for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the creators believed there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to do it”.
Most installments were released in just a five-year period from 2005 to 2010, featuring spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of a new product from the founders in development. Recently formed developers has entered production on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace another game following Guitar Hero?
“Our team believed those games could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”