It has been two decades since Guitar Hero debuted in North America, providing everyday gamers the opportunity to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy guitar solo before an enthusiastic crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to match on-screen cues moving along the screen in time with a song. Each riff mimicked particular chords, producing the sensation of a genuine live show.
The studio had already experimented in the music genre before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise that had a significant influence on numerous musicians included, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when the game took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their kids to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been considered outdated material, however when it was included in the game and teenagers were finding it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the band's first record was still not available in the US, meaning the game was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It moved more than 500,000 units upon release, and demand for their songs saw an increase of up to 40% during an era when the music business faced decline.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. This track is challenging enough on the hardest setting, not to mention played at double speed and without missing every one of the thousands of cues. The streamer stated requiring nine months of practice.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist the artist.
The band had already wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I recall our distributors calling to tell me that our selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing everything else the band has done. Recently, the track was used in a trailer for a major film. “In the past I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier promotion, be it for cars, clothes or video games, goes further mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators believed humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games such as Clone Hero and newer releases have maintained the scene alive, and there’s set to be something from the founders on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden where you can update every year,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”