Marking 20 years after the legendary game hit the market across the Atlantic, giving everyday gamers the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed the epic lengthy instrumental break in front of a packed crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to a song. Every sequence mimicked particular chords, producing the feel of a genuine live show.
Harmonix had already experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise that had a significant impact for many musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime increased, everyone wanted to participate.”
He adds: “Among the amazing things was the number of mothers and fathers reached out and thanked us for exposing their children to the music they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally such music was seen as music that was past it, however once it got included in the title and teenagers were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the Answer’s debut album was still not available stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for the rock giants. “Their crew were playing the song during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their studio albums. It moved well over half a million units upon release, and demand for Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging enough on the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” says musician Herman Li.
The band had already completed a profitable run before their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors informing us that our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked overshadow everything else the band has done. Last year, the song was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, be it for cars, clothes or games, goes further mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.
Most installments were released in just a five-year period from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have maintained the community active, with set to be a new product from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”