It has been two decades after Guitar Hero first launched across the Atlantic, providing players everywhere the opportunity to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's mastered the epic lengthy instrumental break before a packed living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Every sequence corresponded to particular chords, creating the sensation of an authentic performance.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable franchise that had a significant impact for many musicians featured, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded every song since the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of parents reached out and thanked us for exposing their kids to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game brought classic rock to the forefront: “The game provided a bigger, new demographic. Typically this had been seen as outdated material, however once it got featured on the game and teenagers were finding it, suddenly it became trendy. This validated the genre, eliminating the outdated tag. It provided our catalog renewed popularity.”
At that time, the Answer’s first record was still not available in the US, so Guitar Hero served as a primary platform for exposure for the band during their US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in specialized game editions centered around their music collections and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money than any of their records. It sold more than 500,000 copies upon release, while demand for their songs rose of up to 40% at a time when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. The song is challenging enough on the hardest setting, let alone played at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it has risked overshadow all other the band has done. Recently, the song featured in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for cars, clothes or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have maintained the scene active, and there’s expectations of something from the original publisher in development. Recently formed developers has entered work on their first music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles could be like Madden where you can update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”