It has been 20 years since the legendary game first launched across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic four-minute instrumental break before an enthusiastic living-room audience.
Created by the developers, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Every sequence corresponded to specific notes, creating the sensation of a genuine performance.
The studio previously tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable franchise that had a remarkable influence on numerous of the artists included, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play increased, all artists desired to be in.”
He continues: “Among the amazing things was how many parents reached out and thanked us for introducing their children to the music they loved. It became a multigenerational phenomenon.”
Irish group one featured act had Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers the way the game brought classic rock back into vogue: “The game provided a bigger, younger audience. Generally such music was seen as outdated material, however once it got included in the game young people were finding it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the Answer’s debut album remained unreleased in the US, meaning Guitar Hero was a key medium of discovery for the band as they went on US tour opening for the rock giants. “The roadies had on the song during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It moved well over 500,000 copies in its first week, and sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.
The series still motivates nimble-fingered dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult enough on the hardest setting, let alone performed at double speed while hitting every one of the thousands of cues. The streamer stated requiring nine months of practice.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to use actual weapons and enlist,” notes musician the artist.
The band previously completed a profitable run before their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors informing us that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing all other the band has done. Last year, the song was used in promotional material for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.
The best promotion, whether it’s for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to allow people to participate”.
Most installments were released in just a half-decade from 2005 to 2010, including spin-offs like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback in 2015.
Games such as Clone Hero and newer releases have maintained the community active, with expectations of something from the original publisher in development. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles could be like Madden where you can releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”
Elara is a digital artist and content strategist with over a decade of experience in visual media and creative blogging.