Marking 20 years since Guitar Hero debuted across the Atlantic, providing players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy guitar solo before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen in time with the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they established the foundations for a surprising billion-dollar series which made a significant influence on numerous of the artists featured, introducing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the recordings – even though the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases airtime increased, all artists desired to participate.”
He continues: “Among the amazing things was the number of mothers and fathers reached out and thanked us for introducing their children to the music they adored. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Irish group one featured act had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “The game offered a larger, younger audience. Typically this had been considered music that was past it, however when it was included in the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave all our music renewed popularity.”
In 2008, the Answer’s first record remained not available stateside, so the game was a key medium of discovery for the band during their US tour supporting AC/DC. “Their crew had on Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band more money than any of their studio albums. It moved well over half a million copies in its first week, while demand for their songs rose of up to 40% at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is challenging enough on the hardest setting, not to mention performed at double speed and without missing a single one of the thousands of cues. They stated requiring nine months of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
The band had already completed a profitable run when their hit was featured in the third game, yet he explains it turned them into a household name. “I remember our distributors informing us that our records were moving like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing all other the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Plastic Guitar
Top-tier marketing, be it for cars, apparel or video games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders felt that humans have a natural urge to create songs, and they wanted to use technology to allow people to participate”.
The majority installments were released over a mere half-decade between 2005 and 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Titles such as the fan project and newer releases have maintained the scene alive, and there’s expectations of something from the original publisher in development. Recently formed developers has begun production on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought those games could be like Madden where you can update every year,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”