Marking two decades since Guitar Hero first launched across the Atlantic, offering players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
Harmonix previously experimented in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a significant influence on numerous of the artists included, introducing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases and radio play increased, all artists desired to be in.”
He continues: “Among the amazing things was how many mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Generally such music was considered music that was past it, however once it got featured on the title young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album remained unreleased stateside, meaning the game was a key medium of discovery for the group as they went on US tour opening for the rock giants. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the group greater revenue than any of their records. It moved more than half a million copies in its first week, and sales of their songs rose significantly during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. This track is difficult even in the hardest setting, not to mention performed at double speed while hitting every one of its near 4,000 notes. They claimed requiring nine months of practice.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and enlist,” says DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked overshadow everything else the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Impact of a Iconic Controller
Top-tier promotion, be it for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Titles like Clone Hero and Fortnite Festival have maintained the community active, with expectations of a new product from the original publisher on the way. Recently formed developers has begun production on their first music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought those games could be like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”