It has been 20 years since Guitar Hero first launched in North America, providing players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed telling that someone who has mastered the epic lengthy guitar solo in front of an enthusiastic living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to a song. Every sequence corresponded to particular chords, creating the sensation of a genuine live show.
The studio had already experimented with rhythm games before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising massively profitable series that had a remarkable impact for many of the artists included, introducing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music because the cost prohibitive,” he says. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to be in.”
He continues: “Among the amazing things was the number of parents got in touch and thanked us for introducing their children to the music they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought older hits back into vogue: “Guitar Hero provided a larger, new demographic. Generally this had been seen as outdated material, but then once it got featured on the game and teenagers were finding it, abruptly it became trendy. This validated the genre, and got rid of the outdated tag. It gave all our music renewed popularity.”
In 2008, the band's debut album was still unreleased in the US, so the game was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group greater revenue compared to their records. It sold well over half a million units in its first week, while sales of their songs rose significantly at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging even in the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run when their hit appeared in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that our records were moving rapidly,” he shares. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing everything else the band has done. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best promotion, be it for cars, apparel or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the creators felt that humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority installments came out over a mere half-decade between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, except for a short-lived revival in 2015.
Titles like Clone Hero and newer releases have maintained the scene active, and there’s set to be something from the founders in development. A new studio has entered production on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“We thought those games might become like Madden where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”