Marking 20 years after Guitar Hero debuted across the Atlantic, offering players everywhere the opportunity to become a rock star. Not literally, though you'd be hard-pressed telling that someone who's mastered the epic four-minute instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Each riff corresponded to specific notes, producing the sensation of a genuine live show.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, which was purchased by Activision in 2006. Together, they laid the foundations for a surprising massively profitable series that had a significant impact for many musicians featured, introducing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales airtime increased, everyone wanted to participate.”
He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Gains Younger Fans
Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been considered music that was past it, but then when it was featured on the game and teenagers were finding it, abruptly it became trendy. This validated it, and got rid of the outdated tag. It provided all our music renewed popularity.”
At that time, the band's debut album remained not available stateside, meaning Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their records. It sold well over half a million units in its first week, while demand for their songs saw an increase of up to 40% at a time as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough 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 even in expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. They claimed it took months of practice of practice.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour before their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing everything else the band has done. Recently, the song featured in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, be it for cars, clothes or games, extends beyond than selling something – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, including spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Titles such as the fan project and newer releases have maintained the community active, and there’s expectations of a new product from the founders in development. Recently formed developers has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game following Guitar Hero?
“Our team believed those games could be like Madden where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”