It has been 20 years since Guitar Hero hit the market in North America, providing players everywhere the means to become a rock star. Not in reality, though you'd be hard-pressed convincing anyone who has mastered the epic four-minute guitar solo before a packed crowd of friends.
Created by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, creating the sensation of an authentic live show.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable influence on numerous musicians included, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the recordings – despite the fact the first two games primarily featured cover versions.
“We reproduced every song because the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the songs they adored. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived older hits to the forefront: “The game offered a bigger, new demographic. Generally this had been considered music that was past it, but then when it was included in the title young people discovered it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the band's first record remained not available in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It moved more than 500,000 units in its first week, and sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. This track is challenging enough on expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” says DragonForce guitarist the artist.
DragonForce previously completed a successful tour when Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I remember the record label calling to tell me that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to overshadow everything else accomplishments. Last year, the track was used in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, be it for cars, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the scene alive, with set to be a new product from the original publisher in development. A new studio has begun work on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist with new generations.”