It has been two decades since Guitar Hero first launched across the Atlantic, giving players everywhere the tools to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to a song. Every sequence mimicked specific notes, producing the sensation of a genuine performance.
The studio had already tried its hand in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a remarkable impact on numerous musicians included, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, recalls the early budgetary hurdles of licensing the songs – even though the first two games primarily featured cover versions.
“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once the game took off, album purchases airtime increased, everyone wanted to be in.”
He continues: “Among the amazing things was how many parents reached out and thanked us for introducing their kids to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Generally this had been seen as music that was past it, however once it got featured on the game young people discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the Answer’s debut album remained unreleased in the US, so Guitar Hero was a key medium of discovery for the group as they went on US tour supporting the rock giants. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It moved well over half a million copies in its first week, while sales of their songs saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is challenging enough on expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. The streamer stated requiring months of practice of practice.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist the artist.
The band had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors informing us that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow all other accomplishments. Recently, the track featured in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact of a Iconic Controller
The best marketing, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to participate”.
The majority installments were released over a mere half-decade between 2005 and 2010, including spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the scene active, and there’s set to be a new product from the founders in development. A new studio has entered production on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”