It has been 20 years after Guitar Hero hit the market in North America, providing everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed convincing someone who has mastered the epic four-minute instrumental break in front of a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Every sequence mimicked particular chords, producing the sensation of a genuine performance.
Harmonix previously experimented with rhythm games before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar series which made a significant influence for many musicians included, introducing classic groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We rerecorded every song since the cost prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was how many parents reached out and thanked us for introducing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers the way the game revived classic rock to the forefront: “The game provided a bigger, new demographic. Generally this had been seen as music that was past it, but then when it was included in the title young people were finding it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
At that time, the Answer’s debut album remained unreleased in the US, so the game served as a primary platform of discovery for the group during their a North American tour supporting the rock giants. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group greater revenue compared to their records. It sold well over half a million units upon release, while demand for their songs rose significantly at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. The song is challenging enough on the hardest setting, let alone played at double speed and without missing every one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist the artist.
The band had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other the band has done. Recently, the song was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive urge to create songs, and they wanted to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the community alive, with expectations of a new product from the original publisher on the way. Recently formed developers has entered work on its debut music game. The initial creators are participating as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”