Marking 20 years after Guitar Hero hit the market across the Atlantic, offering everyday gamers the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed the epic four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, the game gave players a guitar-shaped controller to follow coloured notes moving along the screen in time with a song. Every sequence corresponded to specific notes, creating the feel of an authentic performance.
Harmonix had already experimented with rhythm games before partnering with the publisher, which was acquired by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable series that had a significant impact on numerous musicians featured, introducing classic bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded every song since the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime were going up, all artists desired to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their kids to the music they loved. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series brought older hits back into vogue: “The game provided a larger, new demographic. Typically this had been seen as outdated material, but then once it got featured on the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, eliminating the outdated tag. It provided our catalog a new life.”
At that time, the Answer’s first record remained not available stateside, so Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour supporting the rock giants. “Their crew were playing the song on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their records. It sold well over half a million copies upon release, and sales of Aerosmith’s music 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. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. The song is difficult even in expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. They stated requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” notes musician Herman Li.
DragonForce had already 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 calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, including derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Titles like Clone Hero and newer releases have maintained the community alive, with expectations of 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. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”