Marking two decades after Guitar Hero debuted in North America, giving everyday gamers the means to feel like a rock star. Figuratively speaking, but try convincing anyone who has nailed the epic four-minute guitar solo before an enthusiastic living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with a song. Every sequence mimicked particular chords, producing the feel of an authentic performance.
Harmonix previously experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising billion-dollar franchise that had a remarkable influence for many of the artists featured, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the songs – even though the first two games mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many parents got in touch expressing gratitude for exposing their children to the music they adored. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish group the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “The game offered a larger, younger audience. Typically this had been seen as outdated material, however when it was included in the title young people discovered it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
In 2008, the Answer’s debut album was still not available in the US, so the game was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around their music collections and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group more money than any of their studio albums. It moved more than half a million copies in its first week, while sales of their songs saw an increase significantly at a time as the industry faced decline.
The series still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. The song is challenging enough on the hardest setting, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label informing us that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has risked overshadow everything else accomplishments. Recently, the track featured in promotional material for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
The majority installments were released over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Titles such as Clone Hero and newer releases have kept the community active, with expectations of something from the founders in development. A new studio has entered work on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought those games could be similar to sports games where you can releases,” he remarks. “There’s so much new music it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”