It has been 20 years after Guitar Hero first launched across the Atlantic, providing everyday gamers the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who's mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the display synchronized to the music. Every sequence mimicked particular chords, creating the sensation of an authentic performance.
The studio previously experimented in the music genre before partnering with the publisher, which was acquired by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable series which made a remarkable impact for many of the artists featured, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced every song because the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when the game took off, album purchases and radio play increased, everyone wanted to be in.”
He continues: “Among the amazing things was how many mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been seen as music that was past it, but then once it got featured on the title young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the band's first record was still not available stateside, so Guitar Hero was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their studio albums. It moved more than half a million copies in its first week, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone played at double speed and without missing every one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“The game offers a, imaginary experience. Just as with other games, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it risked overshadow all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.
Most installments came out over a mere half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of something from the founders in development. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed those games could be similar to sports games where you can update every year,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”