Marking 20 years since the legendary game debuted across the Atlantic, giving everyday gamers the means to feel like a rock star. Not in reality, but try telling that anyone who has mastered the epic lengthy instrumental break before a packed crowd of friends.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Every sequence mimicked specific notes, producing the sensation of a genuine live show.
The studio previously tried its hand with rhythm games before partnering with the publisher, later purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise which made a remarkable impact on numerous of the artists featured, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact initial releases mostly used cover versions.
“We reproduced all the music because the cost prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play increased, everyone wanted to be in.”
He continues: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game revived older hits back into vogue: “Guitar Hero offered a larger, new demographic. Generally such music was considered outdated material, however when it was featured on the game young people discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the Answer’s first record was still not available in the US, so Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their studio albums. It sold well over 500,000 copies in its first week, while demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. The song is challenging enough on the hardest setting, let alone performed at increased tempo while hitting a single one of the thousands of cues. They stated it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should use a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing everything else accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, be it for automobiles, clothes or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a brief comeback several years later.
Games such as Clone Hero and newer releases have kept the community alive, and there’s expectations of something from the founders on the way. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought such titles could be like Madden where you can releases,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason for it to continue for future fans.”