Marking 20 years since Guitar Hero first launched across the Atlantic, offering players everywhere the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's nailed the epic lengthy guitar solo before an enthusiastic crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to a song. Every sequence mimicked specific notes, producing the feel of a genuine performance.
Harmonix previously tried its hand with rhythm games before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely billion-dollar series which made a remarkable influence on numerous of the artists featured, showcasing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We rerecorded all the music because the cost was so high,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish group one featured act had their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series brought older hits to the forefront: “The game provided a larger, younger audience. Typically such music was seen as outdated material, but then once it got featured on the game young people discovered it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
At that time, the Answer’s first record was still unreleased in the US, so the game was a key medium of discovery for the group as they went on a North American tour opening for the rock giants. “The roadies had on the song on the tour bus, and several recognized us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group greater revenue than any of their records. It sold well over half a million units in its first week, and sales of Aerosmith’s music rose significantly at a time when the music business was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. The song is difficult enough on expert mode, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. They stated it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you should pick up actual weapons and enlist,” says musician the artist.
The band previously completed a successful tour when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to overshadow all other accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
The best marketing, whether it’s for automobiles, apparel or games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the co-founders believed there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Titles like the fan project and newer releases have kept the scene alive, and there’s set to be something from the original publisher in development. A new studio has begun work on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed those games might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to persist for future fans.”