It has been two decades since Guitar Hero debuted in North America, offering everyday gamers the tools to feel like a rock star. Not literally, but try convincing anyone who has mastered the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Every sequence mimicked particular chords, producing the feel of an authentic live show.
The studio had already experimented with rhythm games prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a remarkable impact on numerous of the artists included, introducing classic groups to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured cover versions.
“We reproduced every song because the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the music they adored. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought classic rock to the forefront: “The game provided a larger, new demographic. Generally this had been seen as music that was past it, but then once it got included in the game young people were finding it, abruptly it became trendy. That legitimised it, and got rid of the outdated label. It gave all our music renewed popularity.”
At that time, the band's first record was still unreleased stateside, meaning Guitar Hero was a key medium of discovery for the group as they went on US tour supporting the rock giants. “Their crew were playing the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group more money than any of their records. It sold more than 500,000 units upon release, while demand for their songs rose significantly during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging enough on the hardest setting, let alone performed at double speed and without missing a single one of its near 4,000 notes. They claimed requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run when their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label informing us that we were selling albums rapidly,” he says. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to do it”.
The majority installments came out in just a five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games like Clone Hero and newer releases have kept the scene alive, with expectations of something from the founders in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“We thought those games might become similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”