It has been two decades since Guitar Hero debuted in North America, providing players everywhere the opportunity to become rock legends. Not in reality, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy guitar solo in front of an enthusiastic living-room audience.
Created by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen synchronized to a song. Each riff mimicked particular chords, creating the sensation of a genuine live show.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series that had a remarkable influence on numerous of the artists featured, showcasing classic bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the cost was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He continues: “One of the amazing things was how many parents got in touch and thanked us for introducing their children to the music they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically such music was considered music that was past it, but then once it got included in the game and teenagers discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the Answer’s debut album was still unreleased in the US, so Guitar Hero was a key medium for exposure for the band during their US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It moved well over half a million units upon release, while sales of their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Recently, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. This track is difficult enough on expert mode, let alone played at increased tempo while hitting every one of its near 4,000 notes. They stated it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and enlist,” says musician Herman Li.
DragonForce previously completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it has threatened to eclipsing everything else the band has done. Last year, the track was used in promotional material for a major film. “Previously I felt differently, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best promotion, be it for cars, apparel or video games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have kept the community active, and there’s expectations of a new product from the founders in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”