Marking two decades after the legendary game debuted across the Atlantic, giving players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's mastered the epic lengthy instrumental break before a packed crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the screen in time with a song. Each riff corresponded to specific notes, creating the feel of a genuine performance.
The studio had already experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable series which made a significant influence on numerous of the artists included, introducing decades-old bands to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the early financial challenges of licensing the songs – even though initial releases mostly used cover versions.
“We reproduced every song because the cost prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, album purchases and radio play increased, all artists desired to participate.”
He adds: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series revived older hits back into vogue: “The game offered a larger, younger audience. Typically this had been considered music that was past it, but then once it got included in the game and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It gave all our music renewed popularity.”
At that time, the Answer’s first record remained not available stateside, meaning the game was a key medium for exposure for the group during their US tour supporting the rock giants. “Their crew had on the song on the tour bus, and several knew us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on their music collections and related lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band more money than any of their records. It moved more than 500,000 units in its first week, and demand for Aerosmith’s music rose significantly during an era when the music business faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. The song is difficult enough on the hardest setting, let alone performed at increased tempo and without missing every one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce previously completed a profitable run before their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were records were moving rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the song featured in promotional material for a major film. “In the past I felt otherwise, 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 path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, be it for cars, clothes or games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders believed humans have a natural urge to make music, and their goal was to use technology to allow people to participate”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, except for a short-lived revival in 2015.
Games such as the fan project and Fortnite Festival have maintained the scene active, with expectations of something from the original publisher in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game following the classic?
“We thought those games might become like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason for it to continue for future fans.”