Marking 20 years since Guitar Hero first launched in North America, giving everyday gamers the tools to become a rock star. Figuratively speaking, but try convincing someone who has mastered the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to particular chords, producing the feel of a genuine live show.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise that had a remarkable impact on numerous musicians featured, introducing decades-old bands to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the initial budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded all the music because the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases and radio play were going up, all artists desired to be in.”
He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their kids to the music they adored. It became an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought classic rock back into vogue: “The game provided a larger, new demographic. Typically this had been considered outdated material, however once it got featured on the title and teenagers were finding it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
In 2008, the Answer’s debut album remained not available stateside, meaning the game served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and associated stories, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the band more money than any of their studio albums. It sold more than half a million units in its first week, and sales of their songs saw an increase significantly at a time as the industry faced decline.
The series continues to inspire 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 – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. This track is difficult even in expert mode, let alone played at increased tempo and without missing a single one of the thousands of cues. The streamer claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should use actual weapons and go to war,” notes musician Herman Li.
The band previously wrapped up a successful tour when Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I recall the record label informing us that our 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 via the game proved so vast that it has threatened to overshadow all other the band has done. Recently, the track featured in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best marketing, whether it’s for cars, clothes or video games, goes further mere transactions – it evokes 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 rock star on the stage. Since the beginning, the creators believed humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have maintained the community active, with set to be something from the founders on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“We thought those games might become like Madden where you can releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”