Marking 20 years after Guitar Hero first launched across the Atlantic, offering everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed convincing anyone who's nailed the epic four-minute guitar solo before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to the music. Every sequence corresponded to specific notes, creating the feel of a genuine performance.
Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable series which made a significant influence for many musicians featured, showcasing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the songs – even though initial releases primarily featured rerecorded tracks.
“We reproduced all the music since the cost was so high,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game became a hit, album purchases and radio play increased, all artists desired to be in.”
He adds: “One of the amazing things was how many parents reached out expressing gratitude for introducing their kids to the music they adored. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group one featured act had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Typically this had been seen as outdated material, however when it was included in the game young people were finding it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the Answer’s first record was still unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on a North American tour supporting the rock giants. “Their crew had on Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections 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 500,000 units upon release, and sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. The song is difficult even in expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. The streamer stated it took nine months of practice.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should pick up actual weapons and go to war,” says musician Herman Li.
The band previously completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow all other the band has done. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to participate”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.
Games like the fan project and Fortnite Festival have maintained the scene active, and there’s set to be something from the founders in development. A new studio has entered work on its debut music game. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?
“We thought those games might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”