Marking two decades after Guitar Hero debuted across the Atlantic, providing players everywhere the opportunity to feel like a rock star. Figuratively speaking, but try convincing someone who has mastered the epic four-minute instrumental break in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to the music. Each riff mimicked specific notes, creating the feel of a genuine performance.
The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising massively profitable franchise that had a remarkable impact on numerous musicians included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he explains. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Lead musician the artist recalls how the series brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, but then once it got included in the title young people discovered it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the band's first record was still unreleased stateside, meaning the game served as a primary platform for exposure for the group as they went on US tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their studio albums. It sold well over 500,000 units upon release, while sales of their songs saw an increase of up to 40% at a time as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is difficult enough on expert mode, let alone performed at double speed while hitting every one of its near 4,000 notes. They stated requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I felt 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 glad we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best promotion, be it for cars, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Games such as Clone Hero and Fortnite Festival have kept the community alive, with set to be something from the founders in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”