Marking two decades since Guitar Hero debuted across the Atlantic, offering everyday gamers the means to feel like rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has mastered the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Each riff mimicked specific notes, creating the sensation of an authentic performance.
The studio had already experimented in the music genre before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar series which made a significant impact for many musicians featured, introducing classic bands to millions of younger players.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. However, when the game became a hit, album purchases airtime were going up, everyone wanted to be in.”
He adds: “Among the amazing things was how many mothers and fathers got in touch and thanked us for introducing their children to the songs they adored. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived classic rock to the forefront: “The game offered a bigger, younger audience. Generally this had been considered outdated material, however once it got featured on the title and teenagers were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record remained not available stateside, so Guitar Hero was a key medium for exposure for the group 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 thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their studio albums. It sold more than 500,000 units upon release, and sales of their songs rose significantly at a time when the music business faced decline.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. This track is difficult enough on the hardest setting, not to mention played at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you should use actual weapons and enlist,” says musician Herman Li.
The band had already completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing all other the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or video games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Games such as Clone Hero and Fortnite Festival have kept the scene active, with set to be a new product from the original publisher on the way. Recently formed developers has begun production on their first rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual releases,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”