Marking 20 years after the legendary game debuted across the Atlantic, giving everyday gamers the means to feel like rock legends. Figuratively speaking, but try telling that anyone who's mastered the epic lengthy guitar solo before an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Each riff mimicked specific notes, creating the sensation of an authentic performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by Activision in 2006. Together, they laid the foundations for a surprising massively profitable series that had a significant impact for many of the artists featured, introducing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to participate.”
He continues: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Irish group one featured act included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically this had been seen as outdated material, but then when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised it, eliminating the outdated label. It provided all our music a new life.”
At that time, the Answer’s first record remained not available stateside, so the game served as a primary platform of discovery for the band during their US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group greater revenue than any of their studio albums. It sold well over 500,000 copies in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
The series continues to inspire quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging enough on expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow everything else the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive urge to make music, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have maintained the scene active, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”