Marking two decades since the legendary game hit the market in North America, offering everyday gamers the means to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Each riff corresponded to particular chords, creating the feel of an authentic performance.
The studio previously experimented in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they established the foundations for an unlikely massively profitable series which made a remarkable impact for many musicians featured, introducing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced all the music since the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced it would fail. But once the game took off, album purchases and radio play increased, everyone wanted to be in.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the music they loved. It became a multigenerational thing.”
Timeless Music Gains Younger Fans
Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought classic rock to the forefront: “The game offered a larger, new demographic. Generally this had been considered music that was past it, however once it got featured on the title and teenagers were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated tag. It provided all our music a new life.”
At that time, the band's debut album remained unreleased in the US, so the game served as a primary platform of discovery for the group as they went on US tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and related stories, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the group more money than any of their studio albums. It sold more than half a million copies in its first week, and sales of Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging enough on the hardest setting, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says musician the artist.
The band previously completed a successful tour when their hit appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors informing us that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best promotion, whether it’s for cars, clothes or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Titles like Clone Hero and newer releases have maintained the scene active, with expectations of a new product from the founders in development. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“Our team believed those games could be similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to persist for future fans.”