It has been 20 years after Guitar Hero debuted across the Atlantic, offering everyday gamers the means to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who has nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Each riff corresponded to specific notes, creating the sensation of an authentic live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable series that had a remarkable influence on numerous musicians included, showcasing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the early financial challenges in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song since the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as the Who – the publisher had virtually no money, and we were fairly certain it would fail. However, when the game became a hit, and record sales airtime were going up, everyone wanted to participate.”
He adds: “One of the amazing things was how many mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game revived classic rock back into vogue: “The game provided a bigger, new demographic. Typically this had been seen as outdated material, but then when it was included in the title young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the band's first record remained not available in the US, so the game was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew had on the song on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It moved more than 500,000 copies upon release, and sales of Aerosmith’s music rose significantly at a time as the industry faced decline.
The series continues to inspire nimble-fingered dedication within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging enough on the hardest setting, let alone played at increased tempo and without missing every one of the thousands of cues. They claimed requiring months of practice of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” says musician Herman Li.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the track featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
The best marketing, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the community alive, and there’s expectations of something from the original publisher on the way. A new studio has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games could be like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible for it to persist with new generations.”