It has been two decades after Guitar Hero first launched across the Atlantic, providing players everywhere the tools to feel like rock legends. Not in reality, though you'd be hard-pressed convincing someone who's nailed Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to match on-screen cues moving along the display in time with a song. Every sequence corresponded to specific notes, creating the sensation of a genuine performance.
The studio had already experimented in the music genre prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar franchise which made a remarkable influence for many of the artists included, introducing decades-old groups to millions of younger players.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “One of the amazing things was the number of parents got in touch and thanked us for introducing their kids to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “The game offered a bigger, younger audience. Generally this had been considered outdated material, however when it was featured on the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It gave our catalog renewed popularity.”
At that time, the band's first record was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the band during their US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It sold well over 500,000 copies in its first week, and demand for Aerosmith’s music rose of up to 40% during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. The song is challenging even in expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. They stated it took nine months of practice.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should pick up a real gun and enlist,” notes musician Herman Li.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I remember the record label calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow everything else the band has done. Recently, the track featured in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.
Most installments were released in just a half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Titles like the fan project and Fortnite Festival have maintained the scene active, and there’s set to be something from the original publisher in development. Recently formed developers has begun work on their first music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”