Marking two decades since Guitar Hero hit the market in North America, giving players everywhere the means to become a rock star. Figuratively speaking, but try convincing someone who's nailed Free Bird’s four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to the music. Each riff mimicked specific notes, producing the feel of a genuine live show.
Harmonix previously tried its hand with rhythm games before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a significant influence for many musicians featured, showcasing decades-old bands to a new generation of younger players.
A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.
“We rerecorded every song since the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game revived older hits back into vogue: “The game offered a larger, younger audience. Generally this had been considered outdated material, but then when it was included in the game young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated label. It provided our catalog a new life.”
In 2008, the Answer’s first record remained unreleased stateside, so Guitar Hero was a key medium of discovery for the group during their a North American tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their studio albums. It moved more than half a million units upon release, and demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. This track is challenging enough on expert mode, let alone performed at double speed while hitting a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured in the third game, yet he explains it made them widely recognized. “I remember the record label calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else the band has done. Last year, the song was used in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Games like the fan project and newer releases have kept the scene active, and there’s expectations of something from the original publisher on the way. Recently formed developers has begun production on its debut music game. Original co-founders 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 where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to persist for future fans.”