Marking two decades after the legendary game debuted across the Atlantic, providing players everywhere the tools to feel like a rock star. Not in reality, but try telling that anyone who's mastered the epic four-minute instrumental break in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the display in time with a song. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.
Harmonix had already experimented with rhythm games before partnering with the publisher, which was purchased by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise that had a remarkable influence for many musicians included, introducing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the cost prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, and record sales and radio play were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their kids to the songs they loved. It became a multigenerational thing.”
Classic Rock Finds a New Audience
Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been considered outdated material, but then once it got featured on the game young people were finding it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album was still not available stateside, meaning Guitar Hero was a key medium of discovery for the group during their a North American tour opening for 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 Enduring Influence
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It sold well over 500,000 units in its first week, while sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.
The series continues to inspire quick-handed dedication within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging enough on expert mode, let alone played at double speed while hitting every one of the thousands of cues. They claimed requiring months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band had already completed a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it threatened to eclipsing everything else accomplishments. Recently, the song featured in a trailer for a major film. “In the past I felt differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the creators believed humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.
Most installments were released in just a half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Games like the fan project and newer releases have maintained the community alive, with set to be something from the original publisher in development. Recently formed developers has begun work on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed those games could be similar to sports games allowing annual update every year,” he remarks. “There’s so much new music it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”