Marking two decades after Guitar Hero debuted across the Atlantic, giving players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy guitar solo before a packed living-room audience.
Created by the developers, the game provided users with a guitar-shaped controller to match coloured notes moving along the screen synchronized to a song. Every sequence corresponded to specific notes, creating the feel of an authentic performance.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable franchise which made a significant influence on numerous of the artists included, showcasing classic bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once Guitar Hero took off, and record sales airtime were going up, everyone wanted to be in.”
He continues: “Among the amazing things was the number of parents reached out and thanked us for introducing their kids to the music they adored. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “The game offered a larger, new demographic. Typically this had been considered outdated material, however when it was featured on the title and teenagers discovered it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the band's debut album was still not available in the US, meaning the game served as a primary platform of discovery for the group during their US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold more than 500,000 units upon release, and sales of Aerosmith’s music rose significantly during an era as the industry faced decline.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. The song is challenging enough on expert mode, not to mention played at double speed and without missing a single one of the thousands of cues. They claimed it took months of practice to accomplish.
“Guitar Hero 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 DragonForce guitarist the artist.
DragonForce had already completed a profitable run when Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure 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 Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
Top-tier promotion, be it for cars, clothes or video games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the co-founders believed 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 were released over a mere five-year period from 2005 to 2010, including spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the scene active, with expectations of something from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”