It has been 20 years since the legendary game hit the market across the Atlantic, providing players everywhere the tools to become a rock star. Figuratively speaking, but try convincing anyone who has nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen in time with the music. Every sequence corresponded to particular chords, producing the feel of a genuine live show.
The studio had already tried its hand with rhythm games before partnering with RedOctane, later acquired by Activision in 2006. Together, they established the groundwork for a surprising massively profitable series which made a significant impact on numerous of the artists featured, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play were going up, all artists desired to participate.”
He adds: “Among the amazing things was the number of parents reached out and thanked us for exposing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been seen as outdated material, but then once it got included in the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
At that time, the Answer’s first record remained not available in the US, so the game served as a primary platform for exposure for the band during their a North American tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Influence
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their studio albums. It sold well over 500,000 copies in its first week, and sales of their songs rose significantly at a time when the music business faced decline.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. This track is difficult even in expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” says DragonForce guitarist the artist.
The band previously wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label informing us that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the creators felt that humans have a natural human desire to create songs, and their goal was 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 derivative titles like the DJ version, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Titles such as the fan project and newer releases have kept the community active, and there’s expectations of something from the original publisher on the way. Recently formed developers has begun production on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“We thought those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to continue for future fans.”