It has been two decades since Guitar Hero debuted in North America, giving everyday gamers the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy guitar solo before a packed crowd of friends.
Created by Harmonix, the game gave players a guitar-shaped controller to follow coloured notes moving along the screen in time with the music. Every sequence corresponded to particular chords, creating the feel of an authentic live show.
The studio previously tried its hand in the music genre before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable franchise that had a significant influence on numerous musicians featured, introducing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music because the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once the game became a hit, and record sales airtime were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many parents reached out expressing gratitude for introducing their children to the songs they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “Guitar Hero offered a larger, younger audience. Typically such music was considered music that was past it, however when it was featured on the game and teenagers discovered it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It provided our catalog a new life.”
In 2008, the band's debut album remained unreleased in the US, meaning the game served as a primary platform of discovery for the band during their US tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their studio albums. It sold more than half a million units upon release, and sales of Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. This track is challenging enough on the hardest setting, not to mention played at increased tempo while hitting a single one of the thousands of cues. They stated it took nine months to accomplish.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.
The band had already wrapped up a successful tour before their hit appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing everything else accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with 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’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the creators felt that humans have a natural human desire to create songs, and they wanted to use technology to enable everyone to do it”.
Most installments came out in just a five-year period between 2005 and 2010, including spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Games like the fan project and newer releases have maintained the community active, and there’s expectations of something from the founders in development. Recently formed developers has entered work on their first music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“Our team believed those games could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”