Marking two decades since Guitar Hero first launched in North America, offering players everywhere the opportunity to become a rock star. Not literally, but try convincing someone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Each riff mimicked particular chords, producing the feel of a genuine performance.
Harmonix had already tried its hand in the music genre before partnering with the publisher, which was purchased by Activision in 2006. Together, they established the foundations for a surprising billion-dollar series which made a significant impact for many of the artists featured, showcasing classic bands to a new generation of younger players.
A former executive, former COO from the developer, remembers the early budgetary hurdles of licensing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced all the music since the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, album purchases and radio play were going up, all artists desired to be in.”
He continues: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Generally such music was seen as outdated material, however when it was featured on the title young people were finding it, suddenly it was cool.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 renewed popularity.”
In 2008, the Answer’s first record remained unreleased in the US, so the game was a key medium for exposure for the band as they went on US tour supporting AC/DC. “The roadies were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the band greater revenue compared to their records. It sold more than 500,000 copies upon release, and demand for their songs rose of up to 40% at a time when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging enough on expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to use actual weapons and go to war,” says musician Herman Li.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors informing us that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has risked overshadow everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the co-founders believed humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Games like Clone Hero and Fortnite Festival have kept the community alive, and there’s set to be a new product from the founders in development. A new studio has begun production on their first music game. The initial creators are participating as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”