It has been 20 years after Guitar Hero debuted across the Atlantic, offering everyday gamers the means to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with the music. Each riff mimicked particular chords, producing the feel of an authentic performance.
The studio had already experimented with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Together, they laid the foundations for a surprising massively profitable franchise that had a significant impact on numerous of the artists featured, introducing classic bands to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the early financial challenges in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded every song because the cost prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their kids to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock to the forefront: “The game offered a bigger, new demographic. Generally such music was considered outdated material, but then when it was included in the title young people were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the Answer’s first record remained unreleased stateside, meaning Guitar Hero served as a primary platform for exposure for the group during their US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It moved well over half a million copies upon release, and demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer achieved a remarkable feat 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 but an array of customisation options. This track is difficult enough on expert mode, let alone performed at double speed and without missing every one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it has threatened to overshadow everything else accomplishments. Last year, the track was used in promotional material for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best promotion, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the creators believed humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.
The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including spin-offs like the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have maintained the community alive, with set to be a new product from the original publisher in development. A new studio has entered work on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game following the classic?
“Our team believed those games might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”