It has been two decades since Guitar Hero first launched across the Atlantic, giving everyday gamers the tools to feel like rock legends. Figuratively speaking, but try convincing someone who has nailed the epic four-minute guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen in time with a song. Every sequence corresponded to specific notes, producing the feel of a genuine performance.
Harmonix previously experimented in the music genre before partnering with RedOctane, which was purchased by Activision in 2006. Together, they established the groundwork for a surprising massively profitable series which made a significant impact for many musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the initial budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.
“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play were going up, all artists desired to participate.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their children to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought classic rock back into vogue: “The game provided a larger, younger audience. Typically such music was seen as music that was past it, however when it was featured on the title young people were finding it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the band's first record remained not available stateside, meaning 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 the song on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money compared to their records. It moved well over half a million units in its first week, while sales of their songs rose of up to 40% at a time as the industry faced decline.
The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging even in expert mode, not to mention played at double speed and without missing a single one of the thousands of cues. The streamer stated requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
The band had already completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I recall our distributors calling to tell me that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow everything else the band has done. Last year, the song was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for cars, clothes or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators felt that there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Titles such as the fan project and newer releases have kept the community alive, with expectations of something from the original publisher in development. A new studio has entered production on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”