It has been two decades since the legendary game hit the market in North America, providing everyday gamers the tools to become rock legends. Not literally, but try convincing someone who has mastered the epic four-minute guitar solo in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display in time with the music. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable series which made a significant impact for many of the artists featured, introducing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the cost prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the amazing things was how many mothers and fathers got in touch and thanked us for introducing their children to the music they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been seen as outdated material, but then when it was featured on the game and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the outdated label. It gave all our music a new life.”
In 2008, the Answer’s first record was still unreleased stateside, so Guitar Hero was a key medium for exposure for the band during their a North American tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their studio albums. It moved more than 500,000 copies upon release, and demand for their songs saw an increase of up to 40% at a time as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging enough on expert mode, let alone played at double speed and without missing a single one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour when their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
The best marketing, whether it’s for cars, clothes or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to use technology to allow people to participate”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of something from the founders in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”