Marking 20 years after Guitar Hero hit the market in North America, offering everyday gamers the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed the epic lengthy instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen in time with a song. Every sequence mimicked particular chords, producing the feel of a genuine live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by Activision in 2006. Together, they established the foundations for a surprising massively profitable franchise that had a significant influence for many of the artists featured, introducing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – even though the first two games primarily featured cover versions.
“We rerecorded every song since the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, album purchases airtime increased, everyone wanted to be in.”
He continues: “Among the amazing things was how many parents got in touch and thanked us for introducing their children to the songs they loved. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group the Answer had their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically such music was seen as outdated material, however when it was included in the game young people discovered it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It provided our catalog a new life.”
In 2008, the band's debut album was still not available stateside, so Guitar Hero served as a primary platform of discovery for the group during their US tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Titles Enduring Impact
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It moved well over 500,000 copies in its first week, and sales of their songs saw an increase of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. 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. They stated it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to pick up a real gun and enlist,” notes musician the artist.
DragonForce had already wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.
Most installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have kept the scene active, with expectations of something from the original publisher on the way. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“Our team believed those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”