It has been two decades after Guitar Hero debuted in North America, offering players everywhere the opportunity to feel like rock legends. Figuratively speaking, but try convincing someone who's mastered the epic lengthy instrumental break before a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with the music. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
Harmonix previously experimented with rhythm games before partnering with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a remarkable influence for many of the artists featured, introducing classic groups to millions of younger players.
Michael Dornbrook, former COO from the developer, remembers the early financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the cost was so high,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “Among the amazing things was how many parents reached out and thanked us for exposing their kids to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Typically this had been seen as outdated material, but then when it was featured on the game and teenagers were finding it, abruptly it was cool. This validated it, and got rid of the outdated label. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album was still unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group greater revenue than any of their studio albums. It sold more than 500,000 units upon release, and demand for Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is challenging even in expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. They claimed requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says musician the artist.
The band had already wrapped up a successful tour before their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to eclipsing everything else the band has done. Recently, the song was used in promotional material for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Iconic Controller
Top-tier promotion, whether it’s for automobiles, clothes or games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.
Most installments were released in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, except for a brief comeback several years later.
Titles like the fan project and Fortnite Festival have maintained the community active, with expectations of a new product from the original publisher on the way. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games might become similar to sports games where you can update every year,” he remarks. “With abundant new music it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”