It has been two decades since the legendary game hit the market across the Atlantic, offering players everywhere the opportunity to become a rock star. Not literally, but try convincing anyone who has nailed the epic lengthy guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with a song. Each riff corresponded to specific notes, producing the feel of a genuine performance.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable series that had a remarkable influence for many of the artists featured, showcasing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when the game took off, album purchases and radio play increased, all artists desired to participate.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their children to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally such music was seen as outdated material, however when it was included in the title and teenagers discovered it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the band's first record remained unreleased stateside, so Guitar Hero was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group greater revenue compared to their records. It moved more than half a million units in its first week, and sales of their songs saw an increase of up to 40% at a time when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging even in expert mode, not to mention played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took nine months of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and go to war,” notes musician Herman Li.
The band previously wrapped up a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I remember our distributors informing us that our selling albums rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a brief comeback in 2015.
Games such as Clone Hero and newer releases have kept the scene alive, and there’s expectations of a new product from the original publisher in development. A new studio has begun work on their first music game. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”