It has been two decades since the legendary game first launched across the Atlantic, providing players everywhere the opportunity to become a rock star. Not in reality, but try telling that anyone who's mastered the epic four-minute guitar solo before a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen in time with the music. Every sequence mimicked specific notes, producing the feel of an authentic live show.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable series which made a remarkable impact for many of the artists included, showcasing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced every song since the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “One of the amazing things was the number of parents got in touch expressing gratitude for introducing their children to the songs they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Lead musician the artist remembers how the series brought classic rock back into vogue: “The game offered a bigger, younger audience. Generally such music was seen as music that was past it, however when it was included in the title young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the band's debut album was still not available stateside, meaning the game served as a primary platform of discovery for the group during their a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It moved well over 500,000 units upon release, while sales of their songs saw an increase significantly during an era when the music business faced decline.
The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer achieved a remarkable feat featuring 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 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 every one of its near 4,000 notes. The streamer stated it took nine months to accomplish.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band previously completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else accomplishments. Recently, the song featured in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
The best marketing, be it for automobiles, apparel or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the creators felt that there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to participate”.
The majority installments were released in just a half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have kept the community alive, and there’s set to be something from the founders in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become like Madden allowing annual update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”