Marking two decades since Guitar Hero debuted across the Atlantic, giving players everywhere the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who has mastered the epic four-minute instrumental break before a packed living-room audience.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen in time with a song. Every sequence mimicked particular chords, producing the sensation of an authentic performance.
Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable series which made a significant impact on numerous of the artists included, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, and record sales airtime were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their children to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Generally such music was considered music that was past it, however once it got included in the title and teenagers discovered it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”
At that time, the band's debut album was still unreleased stateside, meaning the game was a key medium for exposure for the group as they went on a North American tour opening for the rock giants. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It moved well over 500,000 units in its first week, while sales of their songs saw an increase of up to 40% at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is difficult enough on expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use a real gun and enlist,” notes DragonForce guitarist the artist.
DragonForce 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 remember our distributors informing us that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked eclipsing everything else accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural urge to make music, and their goal was to use technology to enable everyone to do it”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Titles such as the fan project and newer releases have kept the scene alive, and there’s expectations of something from the original publisher in development. A new studio has begun production on its debut music game. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual update every year,” he remarks. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”