Marking 20 years since the legendary game debuted across the Atlantic, giving players everywhere the tools to become a rock star. Not literally, but try telling that someone who's mastered the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Created by the developers, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with the music. Each riff mimicked specific notes, creating the feel of a genuine live show.
The studio previously tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar franchise that had a remarkable impact for many musicians included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the early financial challenges in securing the recordings – even though initial releases primarily featured cover versions.
“We reproduced every song since the cost was so high,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, album purchases and radio play were going up, all artists desired to be in.”
He adds: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Guitarist the artist recalls how the series brought classic rock to the forefront: “The game offered a bigger, new demographic. Generally this had been seen as music that was past it, but then when it was included in the game young people discovered it, suddenly it was cool. This validated it, eliminating the outdated label. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still not available stateside, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour supporting the rock giants. “Their crew had on the song during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles Enduring Impact
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold more than half a million units in its first week, and sales of their songs saw an increase of up to 40% at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. This track is challenging even in expert mode, let alone performed at increased tempo while hitting a single one of the thousands of cues. They stated it took nine months to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” says musician Herman Li.
DragonForce had already wrapped up a successful tour before their hit appeared in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else accomplishments. Last year, the track featured in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best promotion, be it for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to participate”.
The majority installments were released in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Titles such as Clone Hero and newer releases have kept the community alive, with set to be a new product from the founders on the way. Recently formed developers has begun production on their first music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“We thought those games might become like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”