It has been 20 years after Guitar Hero first launched across the Atlantic, giving everyday gamers the opportunity to feel like rock legends. Not in reality, but try telling that anyone who's nailed the epic four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the display in time with the music. Each riff corresponded to particular chords, creating the sensation of a genuine live show.
The studio previously experimented in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Together, they established the groundwork for an unlikely billion-dollar franchise that had a remarkable influence for many of the artists included, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, and record sales airtime were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was the number of parents reached out expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series brought older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been considered music that was past it, however once it got featured on the title young people discovered it, suddenly it was cool. That legitimised it, and got rid of the outdated label. It gave our catalog a new life.”
In 2008, the band's first record remained unreleased in the US, so Guitar Hero served as a primary platform for exposure for the band during their US tour opening for the rock giants. “Their crew had on the song on the tour bus, and several knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Influence
Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their studio albums. It moved more than 500,000 units in its first week, and demand for their songs rose of up to 40% during an era as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. This track is difficult even in expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” notes musician Herman Li.
The band previously wrapped up a successful tour when Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I remember our distributors informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to overshadow everything else accomplishments. Recently, the song featured in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the creators believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments were released over a mere five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the founders on the way. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”