It has been two decades since Guitar Hero hit the market in North America, providing players everywhere the tools to become rock legends. Not in reality, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s lengthy instrumental break before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the display in time with a song. Every sequence corresponded to particular chords, creating the feel of an authentic performance.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar franchise that had a significant influence on numerous of the artists featured, showcasing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured cover versions.
“We reproduced all the music because the cost was so high,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was fairly certain the project would flop. But once the game took off, and record sales and radio play increased, all artists desired to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their kids to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally such music was seen as music that was past it, but then when it was featured on the title and teenagers discovered it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
At that time, the Answer’s first record remained unreleased stateside, so the game served as a primary platform of discovery for the band as they went on US tour supporting AC/DC. “The roadies had on the song on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their records. It sold well over 500,000 copies upon release, and demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging enough on expert mode, let alone played at increased tempo and without missing every one of the thousands of cues. The streamer claimed it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label informing us that our records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best promotion, whether it’s for cars, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the co-founders 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 came out in just a half-decade between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the scene active, and there’s expectations of a new product from the original publisher on the way. A new studio has begun production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain hopeful. It's entirely possible for it to persist for future fans.”