Marking two decades since the legendary game first launched in North America, offering players everywhere the tools to become a rock star. Figuratively speaking, but try convincing someone who has mastered the epic lengthy guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to a song. Every sequence mimicked particular chords, producing the feel of a genuine performance.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, later acquired by Activision in 2006. Collaboratively, they established the foundations for a surprising massively profitable series that had a significant influence for many of the artists included, introducing classic bands to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”
He continues: “Among the amazing things was how many parents reached out and thanked us for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought older hits to the forefront: “The game offered a larger, younger audience. Typically this had been considered music that was past it, but then once it got featured on the game young people were finding it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
In 2008, the band's debut album was still unreleased stateside, so the game was a key medium for exposure for the band as they went on US tour opening for the rock giants. “Their crew were playing the song on the tour bus, and several knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Impact
Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the group greater revenue than any of their studio albums. It moved more than 500,000 units upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone performed at increased tempo and without missing every one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label informing us that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing everything else accomplishments. Last year, the song featured in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments came out over a mere five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have maintained the community active, and there’s set to be a new product from the original publisher in development. Recently formed developers has entered work on its debut music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”