Marking two decades after Guitar Hero hit the market in North America, offering everyday gamers the tools to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who has mastered the epic four-minute instrumental break in front of a packed crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Every sequence mimicked particular chords, creating the sensation of an authentic live show.
The studio previously tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the foundations for a surprising billion-dollar franchise that had a remarkable influence on numerous of the artists featured, introducing classic bands to millions of younger players.
A former executive, former COO from the developer, recalls the early budgetary hurdles in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, and record sales airtime were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought classic rock back into vogue: “The game offered a bigger, new demographic. Typically this had been considered music that was past it, but then when it was included in the game and teenagers discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated tag. It provided our catalog a new life.”
In 2008, the band's first record was still unreleased in the US, meaning the game served as a primary platform of discovery for the group as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It sold well over half a million units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. This track is challenging enough on expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” notes musician the artist.
DragonForce previously wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors informing us that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
The best marketing, be it for cars, apparel or games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. From day one, the creators believed humans have a natural human desire to make music, and they wanted to use technology to allow people to participate”.
The majority installments were released in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback several years later.
Games such as the fan project and Fortnite Festival have kept the scene alive, with expectations of something from the founders on the way. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games could be like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”