It has been 20 years after the legendary game hit the market in North America, giving players everywhere the opportunity to become rock legends. Figuratively speaking, but try convincing someone who's nailed the epic four-minute instrumental break in front of a packed crowd of friends.
Developed by the developers, the game gave players a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to the music. Each riff mimicked particular chords, producing the sensation of a genuine live show.
The studio previously tried its hand with rhythm games before partnering with the publisher, later purchased by Activision during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise that had a significant impact on numerous of the artists featured, introducing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced every song since the cost was so high,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once the game became a hit, and record sales airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of parents reached out expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought classic rock back into vogue: “The game offered a bigger, younger audience. Typically this had been considered outdated material, however once it got featured on the game and teenagers discovered it, suddenly it was cool. This validated it, eliminating the outdated tag. It provided our catalog a new life.”
In 2008, the band's debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the band as they went on US tour supporting the rock giants. “Their crew were playing the song during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It moved well over half a million copies upon release, while demand for their songs rose significantly at a time as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is challenging enough on the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour when their hit appeared in the third game, yet he explains it turned them into widely recognized. “I recall our distributors informing us that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other the band has done. Recently, the song featured in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Games like the fan project and newer releases have kept the scene active, and there’s set to be a new product from the original publisher on the way. A new studio has entered work on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“Our team believed those games might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”