It has been two decades after the legendary game hit the market across the Atlantic, providing players everywhere the opportunity to become rock legends. Figuratively speaking, but try telling that anyone who's mastered the epic four-minute instrumental break before a packed living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with the music. Every sequence corresponded to specific notes, producing the sensation of an authentic live show.
Harmonix had already experimented with rhythm games before partnering with RedOctane, later acquired by Activision during the mid-2000s. Together, they laid the foundations for an unlikely massively profitable series that had a significant influence on numerous of the artists included, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play were going up, all artists desired to be in.”
He continues: “One of the amazing things was the number of parents 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 included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been considered music that was past it, but then once it got included in the game young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated label. It provided all our music a new life.”
At that time, the Answer’s first record remained not available stateside, meaning Guitar Hero was a key medium of discovery for the group during their a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized game editions that focused on their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the group greater revenue compared to their records. It sold more than half a million units in its first week, and sales of Aerosmith’s music rose of up to 40% at a time as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention performed at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour before 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 our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Last year, 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 a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the 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 trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
The majority installments were released over a mere half-decade from 2005 to 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the scene alive, with expectations of something from the original publisher on the way. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry following the classic?
“Our team believed those games might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”