It has been 20 years since the legendary game first launched across the Atlantic, providing everyday gamers the opportunity to become rock legends. Not in reality, but try telling that anyone who has nailed the epic four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the screen synchronized to the music. Every sequence mimicked particular chords, creating the sensation of an authentic performance.
The studio previously experimented with rhythm games before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the foundations for a surprising massively profitable franchise which made a significant impact on numerous of the artists included, introducing decades-old groups to millions of younger players.
A former executive, former COO of Harmonix, remembers the early financial challenges in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song since the cost was so high,” he explains. “Even with the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero took off, and record sales airtime increased, everyone wanted to be in.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their children to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been considered outdated material, however once it got included in the title and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It provided our catalog a new life.”
At that time, the band's debut album was still unreleased in the US, so Guitar Hero was a key medium for exposure for the group during their a North American tour opening for AC/DC. “Their crew were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their records. It moved more than half a million units in its first week, while demand for Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. This track is difficult enough on expert mode, let alone performed at increased tempo and without missing every one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run when their hit was featured in the third game, but Li says it turned them into widely recognized. “I recall our distributors informing us that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow everything else the band has done. Last year, the track featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.
The majority installments were released in just a half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Games like Clone Hero and newer releases have maintained the scene alive, with set to be a new product from the original publisher in development. A new studio has begun work on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“We thought those games could be like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”