It has been two decades after the legendary game hit the market in North America, providing everyday gamers the means to feel like rock legends. Not literally, but try convincing someone who's mastered the epic four-minute instrumental break before a packed crowd of friends.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the display synchronized to the music. Every sequence mimicked specific notes, producing the feel of a genuine live show.
The studio had already experimented with rhythm games before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise that had a significant impact for many musicians included, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the songs – even though the first two games mostly used cover versions.
“We rerecorded every song because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game took off, and record sales airtime were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many parents got in touch and thanked us for introducing their kids to the music they loved. It evolved into a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included Never Too Late in the 2008 release the popular installment. Guitarist the artist remembers the way the game brought classic rock back into vogue: “The game offered a larger, younger audience. Generally this had been seen as outdated material, but then when it was included in the title and teenagers were finding it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still unreleased in the US, meaning the game was a key medium for exposure for the group as they went on US tour supporting the rock giants. “The roadies had on the song on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Impact
Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It sold well over 500,000 units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is difficult even in the hardest setting, let alone played at increased tempo while hitting a single one of its near 4,000 notes. They stated it took months of practice of practice.
“The game 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,” notes DragonForce guitarist Herman Li.
The band previously completed a profitable run before their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before top acts at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow everything else the band has done. Last year, the song featured in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for cars, clothes or games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the scene active, with set to be a new product from the founders on the way. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”