It has been two decades after Guitar Hero debuted in North America, giving everyday gamers the means to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to a song. Every sequence mimicked specific notes, creating the feel of a genuine performance.
The studio previously tried its hand in the music genre before partnering with the publisher, later acquired by Activision in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar series which made a remarkable impact for many musicians featured, introducing classic groups to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get acts such as the Who – the publisher had virtually no money, and our team was fairly certain it would fail. But once the game became a hit, album purchases and radio play increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock back into vogue: “The game provided a larger, younger audience. Generally such music was considered outdated material, but then once it got featured on the game and teenagers were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the Answer’s debut album was still not available in the US, so Guitar Hero was a key medium of discovery for the group during their a North American tour opening for the rock giants. “The roadies were playing Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their studio albums. It moved well over half a million copies upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. This track is difficult enough on the hardest setting, let alone played at double speed while hitting every one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you should pick up a real gun and go to war,” notes musician the artist.
The band had already wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors informing us that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else the band has done. Last year, the song was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or video games, goes further than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to do it”.
The majority installments were released over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Games such as the fan project and Fortnite Festival have maintained the scene active, with set to be something from the original publisher on the way. A new studio has begun work on its debut rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason for it to persist with new generations.”