It has been 20 years since the legendary game hit the market across the Atlantic, giving everyday gamers the means to become a rock star. Not in reality, but try telling that anyone who has nailed Free Bird’s lengthy guitar solo in front of a packed living-room audience.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen in time with the music. Each riff mimicked particular chords, creating the sensation of an authentic live show.
The studio had already tried its hand in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable series that had a remarkable impact on numerous of the artists included, introducing decades-old bands to millions of younger players.
A former executive, former COO from the developer, recalls the initial financial challenges of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game took off, and record sales airtime increased, everyone wanted to be in.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their kids to the music they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group the Answer included their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock to the forefront: “The game offered a larger, new demographic. Typically such music was seen as outdated material, however once it got included in the game young people discovered it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album was still not available in the US, so Guitar Hero served as a primary platform for exposure for the group during their US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Influence
Rock’s biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold more than 500,000 units upon release, while demand for their songs saw an increase of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. The song is challenging even in expert mode, not to mention performed at double speed while hitting every one of the thousands of cues. The streamer claimed it took nine months of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.
The band previously wrapped up a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else the band has done. Last year, the song was used in promotional material for a major film. “In the past I felt differently, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the scene alive, and there’s set to be something from the founders in development. Recently formed developers has begun production on their first music game. The initial creators are both involved in advisory roles. Is the world ready to embrace another game following the classic?
“We thought such titles could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”