Marking 20 years after Guitar Hero first launched across the Atlantic, providing everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed the epic four-minute guitar solo before a packed living-room audience.
Created by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Every sequence mimicked particular chords, creating the sensation of an authentic live show.
The studio had already experimented in the music genre prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise that had a significant impact on numerous of the artists featured, introducing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – even though the first two games mostly used cover versions.
“We rerecorded all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Generally such music was seen as outdated material, but then when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised it, eliminating the outdated tag. It gave our catalog a new life.”
In 2008, the band's first record remained not available stateside, meaning Guitar Hero served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “The roadies were playing the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group greater revenue compared to their records. It sold more than half a million copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. The song is difficult even in the hardest setting, let alone performed at double speed while hitting every one of its near 4,000 notes. They stated requiring months of practice of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” says DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run before their hit was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have maintained the scene active, with expectations of a new product from the original publisher on the way. A new studio has begun production on its debut music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game following the classic?
“Our team believed those games might become like Madden where you can update every year,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”