It has been 20 years after Guitar Hero debuted in North America, giving everyday gamers the means to feel like a rock star. Not in reality, but try convincing someone who has nailed the epic lengthy instrumental break before a packed living-room audience.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the screen in time with the music. Every sequence mimicked particular chords, producing the sensation of an authentic performance.
The studio had already tried its hand in the music genre prior to teaming up with the publisher, later acquired by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable series that had a significant influence for many of the artists included, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music because the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Lead musician the artist remembers the way the game revived older hits to the forefront: “Guitar Hero offered a larger, younger audience. Generally this had been seen as outdated material, but then once it got included in the title young people discovered it, suddenly it was cool. That legitimised it, eliminating the outdated tag. It provided all our music a new life.”
At that time, the Answer’s first record remained not available stateside, meaning Guitar Hero was a key medium of discovery for the group during their US tour opening for the rock giants. “The roadies had on the song during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their records. It moved well over 500,000 units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging even in the hardest setting, not to mention played at double speed while hitting every one of its near 4,000 notes. They stated it took nine months to accomplish.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour when their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Last year, the track featured in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or video games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly 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 use technology to enable everyone to do it”.
Most installments came out in just a five-year period from 2005 to 2010, including spin-offs like the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have kept the scene alive, and there’s set to be something from the founders in development. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“Our team believed those games might become similar to sports games where you can releases,” he remarks. “With abundant new music that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”