It has been 20 years since Guitar Hero hit the market in North America, offering players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Each riff corresponded to specific notes, creating the sensation of a genuine live show.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable series that had a significant impact for many musicians featured, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero took off, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “The game provided a larger, new demographic. Generally such music was seen as outdated material, but then once it got featured on the game and teenagers were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
At that time, the band's debut album was still not available in the US, so the game served as a primary platform of discovery for the group as they went on US tour opening for the rock giants. “The roadies were playing 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
Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money than any of their studio albums. It sold more than 500,000 units upon release, while demand for Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is challenging enough on expert mode, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.
“The game offers a, fantasy thing. If you play other games, it doesn't imply you should use a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run when Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I recall our distributors informing us that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best marketing, be it for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to participate”.
The majority installments came out over a mere half-decade between 2005 and 2010, including derivative titles such as the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the community active, and there’s set to be something from the original publisher in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“Our team believed such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”