Marking two decades since the legendary game hit the market across the Atlantic, offering everyday gamers the tools to feel like rock legends. Not in reality, though you'd be hard-pressed telling that someone who has nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Every sequence mimicked particular chords, producing the sensation of an authentic performance.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, which was acquired by Activision in 2006. Together, they established the groundwork for an unlikely massively profitable series which made a significant influence for many musicians included, showcasing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to be in.”
He continues: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Gains Younger Fans
Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been considered outdated material, however once it got featured on the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated label. It provided all our music renewed popularity.”
At that time, the band's debut album remained unreleased stateside, meaning the game served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “Their crew had on the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It sold well over half a million copies in its first week, and demand for their songs saw an increase of up to 40% at a time as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. The song is difficult even in the hardest setting, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should use a real gun and enlist,” says musician Herman Li.
DragonForce had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our selling albums 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 was so immense that it risked eclipsing all other the band has done. Recently, the song was used in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to participate”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have kept the community alive, and there’s set to be a new product from the original publisher on the way. A new studio has entered work on its debut music game. The initial creators are participating in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”