Marking 20 years since Guitar Hero hit the market in North America, providing players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to match on-screen cues moving along the screen in time with the music. Every sequence corresponded to specific notes, producing the sensation of an authentic live show.
The studio previously experimented with rhythm games before partnering with the publisher, which was purchased by Activision in 2006. Together, they established the foundations for an unlikely billion-dollar franchise which made a remarkable influence on numerous musicians featured, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the songs – even though the first two games mostly used cover versions.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, album purchases airtime were going up, all artists desired to participate.”
He continues: “One of the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the music they adored. It evolved into a multigenerational thing.”
Timeless Music Gains Younger Fans
Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series brought older hits back into vogue: “Guitar Hero offered a larger, younger audience. Generally such music was seen as outdated material, but then when it was included in the title young people were finding it, suddenly it was cool. That legitimised it, and got rid of the outdated tag. It provided our catalog a new life.”
At that time, the band's debut album was still unreleased stateside, so the game was a key medium of discovery for the group during their US tour supporting AC/DC. “Their crew were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their records. It sold well over 500,000 units in its first week, and demand for Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Recently, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging even in the hardest setting, not to mention performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” notes musician the artist.
The band previously completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall the record label informing us that we were selling albums rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it has threatened to overshadow everything else accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to use technology to allow people to do it”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the scene active, with set to be a new product from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games could be like Madden where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”