It has been two decades since Guitar Hero debuted across the Atlantic, offering players everywhere the means to feel like a rock star. Figuratively speaking, but try convincing anyone who has mastered the epic lengthy guitar solo in front of an enthusiastic living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Every sequence mimicked specific notes, creating the feel 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 foundations for a surprising massively profitable franchise which made a significant impact on numerous of the artists featured, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases airtime increased, all artists desired to participate.”
He continues: “One of the amazing things was how many mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Irish group one featured act had Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Generally such music was considered music that was past it, but then once it got included in the title and teenagers discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the band's debut album was still not available stateside, so Guitar Hero served as a primary platform for exposure for the group during their US tour opening for AC/DC. “The roadies had on the song on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated stories, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the band greater revenue than any of their records. It sold more than half a million copies upon release, while sales of their songs saw an increase of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. This track is challenging even in the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. The streamer stated it took nine months of practice.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” says musician the artist.
The band previously wrapped up a successful tour when their hit appeared in the third game, yet he explains it made them widely recognized. “I recall the record label informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing all other accomplishments. Recently, the song featured in promotional material for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact from the Iconic Controller
The best promotion, whether it’s for automobiles, apparel or 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. “The excitement of being a rock star in the spotlight. From day one, the creators believed humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Titles like Clone Hero and Fortnite Festival have kept the community active, with expectations of something from the founders on the way. Recently formed developers has entered production on its debut music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”