It has been 20 years after Guitar Hero hit the market in North America, giving everyday gamers the tools to become rock legends. Not in reality, but try telling that anyone who has nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by the developers, the game gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Each riff mimicked particular chords, producing the sensation of an authentic live show.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar series which made a significant impact on numerous musicians included, showcasing decades-old groups to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the early financial challenges of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game took off, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their kids to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as music that was past it, however when it was featured on the game young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the outdated tag. It gave all our music a new life.”
In 2008, the Answer’s first record was still not available in the US, so Guitar Hero was a key medium of discovery for the band as they went on a North American tour opening for the rock giants. “The roadies had on the song during travel, and several knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their records. It sold more than 500,000 units in its first week, while sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is difficult even in the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” notes musician Herman Li.
DragonForce previously wrapped up a successful tour before their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that our selling albums like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it risked overshadow all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the creators felt that humans have a natural human desire to make music, and their goal was to use technology to allow people to do it”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have maintained the community alive, with set to be a new product from the original publisher on the way. Recently formed developers has entered production on their first music game. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”