Marking 20 years after Guitar Hero first launched across the Atlantic, offering everyday gamers the means to feel like rock legends. Not in reality, but try telling that anyone who has nailed the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the display in time with a song. Every sequence corresponded to particular chords, producing the sensation of a genuine live show.
The studio had already experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they laid the groundwork for a surprising billion-dollar franchise that had a remarkable impact for many of the artists featured, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – even though the first two games mostly used cover versions.
“We rerecorded all the music because the cost was so high,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game took off, and record sales and radio play increased, everyone wanted to participate.”
He continues: “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 adored. It became an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “The game provided a larger, new demographic. Typically such music was seen as music that was past it, however when it was included in the title young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”
At that time, the Answer’s debut album remained not available in the US, meaning Guitar Hero served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles and Lasting Impact
Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It sold more than 500,000 copies in its first week, while demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. The song is difficult even in the hardest setting, let alone performed at double speed and without missing a single one of its near 4,000 notes. They claimed requiring nine months of practice.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and go to war,” says musician the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I remember the record label informing us that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
In fact, the band's visibility via the game was so immense that it has risked overshadow everything else accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a short-lived revival in 2015.
Titles like the fan project and newer releases have kept the scene active, and there’s set to be a new product from the founders on the way. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason for it to continue for future fans.”