Marking two decades after Guitar Hero debuted across the Atlantic, offering everyday gamers the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who's nailed the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with the music. Each riff corresponded to particular chords, producing the feel of a genuine live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they laid the foundations for a surprising massively profitable franchise that had a remarkable influence for many of the artists featured, introducing classic bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced every song because the cost prohibitive,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales airtime were going up, everyone wanted to be in.”
He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game brought classic rock to the forefront: “The game provided a bigger, younger audience. Generally such music was considered outdated material, but then when it was included in the title and teenagers were finding it, suddenly it was cool. That legitimised it, and got rid of the outdated tag. It gave all our music a new life.”
In 2008, the band's first record remained not available stateside, so Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Titles and Lasting Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their records. It moved more than 500,000 units upon release, while demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. The song is challenging enough on expert mode, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They stated requiring nine months of practice.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes musician the artist.
The band previously completed a successful tour when their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember 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 top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it risked overshadow all other accomplishments. Last year, the track was used in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have maintained the scene active, with expectations of something from the original publisher in development. A new studio has begun work on their first music game. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”