Marking two decades since Guitar Hero hit the market in North America, offering players everywhere the tools to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy guitar solo before a packed crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the screen in time with the music. Every sequence corresponded to particular chords, creating the feel of a genuine live show.
Harmonix had already experimented with rhythm games before partnering with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable series which made a remarkable influence for many of the artists included, introducing classic bands to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.
“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. However, when the game took off, and record sales airtime increased, everyone wanted to participate.”
He continues: “One of the amazing things was the number of parents got in touch expressing gratitude for introducing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits to the forefront: “The game provided a larger, younger audience. Typically such music was seen as music that was past it, but then when it was included in the title and teenagers discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the Answer’s debut album remained not available in the US, meaning Guitar Hero was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Influence
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It sold well over 500,000 copies upon release, while demand for Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. The song is difficult even in expert mode, not to mention played at double speed and without missing a single one of the thousands of cues. They stated it took nine months to accomplish.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band had already completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”
In fact, the band's visibility via the game proved so vast that it risked eclipsing all other accomplishments. Recently, the song was used in a trailer for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Plastic Guitar
The best marketing, be it for cars, apparel 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. “That thrill of being a rock star on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.
Most installments came out over a mere half-decade from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have kept the scene alive, with set to be a new product from the founders on the way. A new studio has begun work on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“Our team believed those games might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”