Marking 20 years after the legendary game hit the market across the Atlantic, giving everyday gamers the tools to become rock legends. Figuratively speaking, but try convincing anyone who has mastered the epic four-minute instrumental break before an enthusiastic living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Every sequence mimicked specific notes, producing the sensation of a genuine live show.
The studio previously tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the foundations for a surprising billion-dollar series that had a significant impact on numerous musicians included, showcasing classic bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, recalls the early financial challenges of licensing the songs – even though the first two games primarily featured cover versions.
“We reproduced every song because the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many parents reached out and thanked us for exposing their children to the songs they loved. It became an intergenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Generally such music was considered outdated material, but then once it got featured on the game and teenagers were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated label. It provided our catalog a new life.”
In 2008, the Answer’s debut album was still unreleased stateside, so Guitar Hero was a key medium for exposure for the group as they went on US tour opening for the rock giants. “The roadies had on the song during travel, and several knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Impact
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It sold well over half a million units in its first week, and demand for their songs rose significantly during an era as the industry faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Recently, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging enough on expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. They claimed it took months of practice of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” notes musician the artist.
DragonForce previously completed a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall our distributors informing us that we were selling albums rapidly,” he says. “It exploded when we next toured, and we performed just before the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked overshadow all other the band has done. Last year, the track was used in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Plastic Guitar
The best marketing, whether it’s for cars, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the creators believed humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most installments were released over a mere five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.
Games like Clone Hero and Fortnite Festival have maintained the community active, with expectations of a new product from the founders in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed those games might become like Madden where you can update every year,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to continue for future fans.”