It has been 20 years since the legendary game first launched across the Atlantic, giving players everywhere the opportunity to become rock legends. Not literally, but try telling that anyone who has mastered the epic four-minute guitar solo before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the display synchronized to a song. Each riff mimicked particular chords, creating the sensation of an authentic performance.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise that had a significant impact on numerous of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game took off, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their kids to the songs they loved. It evolved into an intergenerational thing.”
Timeless Music Gains a New Audience
Irish group the Answer included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived older hits to the forefront: “Guitar Hero offered a larger, new demographic. Generally such music was considered music that was past it, however once it got included in the game and teenagers discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the band's debut album remained unreleased in the US, meaning the game served as a primary platform of discovery for the band as they went on US tour opening for the rock giants. “Their crew were playing the song during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It sold well over half a million copies upon release, while sales of their songs rose significantly during an era when the music business faced decline.
The series still motivates quick-handed dedication within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is difficult even in expert mode, let alone performed at increased tempo and without missing a single one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and go to war,” says musician Herman Li.
The band had already completed a profitable run when their hit appeared in the third game, but Li says it made them a household name. “I remember our distributors calling to tell me that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
The best promotion, be it for automobiles, apparel or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have kept the community active, with set to be a new product from the original publisher in development. Recently formed developers has begun production on its debut music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game following Guitar Hero?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”