Marking two decades since Guitar Hero debuted across the Atlantic, offering everyday gamers the opportunity to become a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's mastered the epic lengthy instrumental break before an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Every sequence corresponded to specific notes, creating the feel of a genuine performance.
The studio had already experimented with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising massively profitable series which made a significant impact on numerous of the artists included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles of licensing the songs – even though the first two games primarily featured cover versions.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the music they adored. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
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: “Guitar Hero offered a larger, younger audience. Typically such music was considered music that was past it, but then when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the band's first record remained not available in the US, meaning the game served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It moved more than 500,000 units in its first week, and demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. This track is difficult even in expert mode, not to mention performed at increased tempo and without missing every one of the thousands of cues. They stated it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” notes musician Herman Li.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it risked overshadow everything else accomplishments. Last year, the track 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 – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to use technology to allow people to do it”.
The majority installments were released in just a half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the scene active, and there’s set to be something from the founders on the way. A new studio has entered work on its debut music game. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry following the classic?
“We thought such titles might become similar to sports games allowing annual update every year,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”