It has been 20 years after Guitar Hero debuted across the Atlantic, offering players everywhere the tools to become rock legends. Not literally, but try telling that anyone who's mastered Free Bird’s four-minute guitar solo in front of a packed living-room audience.
Created by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Every sequence corresponded to specific notes, producing the feel of a genuine live show.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely massively profitable series which made a remarkable impact for many of the artists featured, showcasing classic groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases airtime increased, everyone wanted to participate.”
He continues: “Among the amazing things was the number of mothers and fathers reached out and thanked us for exposing their children to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers how the series brought classic rock to the forefront: “The game provided a larger, younger audience. Generally such music was considered outdated material, however once it got featured on the title young people discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
At that time, the band's debut album remained unreleased stateside, so Guitar Hero served as a primary platform for exposure for the band during their US tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their studio albums. It sold well over 500,000 units in its first week, while sales of Aerosmith’s music rose significantly during an era as the industry faced decline.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. The song is challenging even in expert mode, not to mention played at double speed while hitting every one of the thousands of cues. The streamer stated it took months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and go to war,” notes DragonForce guitarist the artist.
The band previously wrapped up a profitable run before their hit appeared in the third game, but Li says it made them a household name. “I remember our distributors informing us that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it risked overshadow everything else accomplishments. Recently, the track featured in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Impact of a Iconic Controller
The best promotion, be it for automobiles, apparel or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.
Most installments were released in just a five-year period between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.
Games such as the fan project and newer releases have maintained the scene active, with expectations of something from the original publisher on the way. Recently formed developers has begun work on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry following the classic?
“Our team believed those games might become similar to sports games where you can update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”