It has been two decades since Guitar Hero first launched across the Atlantic, giving everyday gamers the tools to become a rock star. Figuratively speaking, but try convincing anyone who's mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Each riff corresponded to particular chords, producing the sensation of a genuine live show.
Harmonix had already tried its hand in the music genre before partnering with the publisher, which was purchased by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar series that had a significant impact for many of the artists featured, introducing classic groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the early financial challenges in securing the songs – even though the first two games primarily featured cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales and radio play increased, everyone wanted to participate.”
He continues: “One of the amazing things was how many parents reached out and thanked us for introducing their children to the music they adored. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been considered outdated material, however when it was featured on the game and teenagers discovered it, abruptly it was cool. That legitimised the genre, and got rid of the outdated tag. It gave all our music renewed popularity.”
In 2008, the Answer’s first record was still not available in the US, so the game served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “The roadies were playing the song during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It moved well over 500,000 copies upon release, and demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. This track is difficult enough on the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run when Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I recall our distributors informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Last year, the song 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 hear one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to use technology to allow people to do it”.
Most installments were released over a mere five-year period between 2005 and 2010, including derivative titles like DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Games like Clone Hero and newer releases have maintained the scene alive, with set to be a new product from the founders on the way. A new studio has begun work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game following Guitar Hero?
“We thought such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”