It has been two decades since Guitar Hero debuted across the Atlantic, offering players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with the music. Each riff mimicked particular chords, creating the feel of an authentic performance.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable franchise which made a significant influence for many of the artists 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 – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, album purchases and radio play increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their kids to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series revived classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was seen as music that was past it, however once it got featured on the game and teenagers were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning the game served as a primary platform for exposure for the band during their US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their records. It moved well over half a million units upon release, and sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. This track is difficult enough on expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. They stated requiring months of practice to accomplish.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should pick up a real gun and go to war,” says musician the artist.
The band previously wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors informing us that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing all other the band has done. Recently, the track featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
The best promotion, be it for cars, clothes or games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to participate”.
The majority installments came out over a mere five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, aside from a brief comeback in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the scene alive, with expectations of a new product from the original publisher on the way. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles might become like Madden where you can update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”