Marking two decades after the legendary game first launched across the Atlantic, giving everyday gamers the means to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who's mastered the epic lengthy guitar solo in front of an enthusiastic living-room audience.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Each riff mimicked particular chords, creating the feel of a genuine live show.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they established the foundations for a surprising billion-dollar series which made a remarkable influence on numerous musicians included, introducing decades-old groups to a new generation of younger players.
A former executive, former COO from the developer, remembers the initial financial challenges of licensing the recordings – even though the first two games mostly used cover versions.
“We rerecorded every song because the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It became a multigenerational thing.”
Timeless Music Gains Younger Fans
Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Generally such music was considered music that was past it, but then when it was featured on the title and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the Answer’s debut album remained not available stateside, so the game was a key medium for exposure for the band during their US tour supporting the rock giants. “The roadies had on the song on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their studio albums. It sold more than half a million units in its first week, and sales of their songs rose significantly during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is challenging enough on expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. They claimed requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour when their hit was featured in the third game, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it risked overshadow everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, that's fine – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to do it”.
The majority installments came out in just a five-year period from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have maintained the scene alive, and there’s expectations of something from the founders in development. Recently formed developers has entered work on their first music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”