Marking 20 years after Guitar Hero debuted in North America, providing everyday gamers the means to become a rock star. Not in reality, but try telling that anyone who has nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to a song. Each riff mimicked specific notes, creating the feel of an authentic live show.
Harmonix previously tried its hand in the music genre before partnering with the publisher, later purchased by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable franchise which made a remarkable impact on numerous of the artists included, introducing decades-old bands to millions of younger players.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the cost was so high,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play increased, all artists desired to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “The game provided a larger, new demographic. Typically such music was considered music that was past it, however once it got included in the game and teenagers discovered it, abruptly it was cool. That legitimised the genre, and got rid of the outdated tag. It gave all our music a new life.”
At that time, the band's first record remained unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on their music collections and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their records. It moved well over 500,000 units upon release, while demand for Aerosmith’s music rose of up to 40% during an era as the industry 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 the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. The song is difficult even in expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label informing us that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked overshadow all other the band has done. Recently, the song was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Impact from the Iconic Controller
Top-tier marketing, be it for cars, clothes or games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, including derivative titles such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Games like the fan project and Fortnite Festival have maintained 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 its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“We thought those games could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”