Marking two decades since the legendary game debuted in North America, giving everyday gamers the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who's mastered the epic lengthy instrumental break before a packed crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Each riff mimicked particular chords, producing the feel of an authentic live show.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a significant influence for many of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to participate.”
He adds: “Among the amazing things was how many mothers and fathers reached out and thanked us for introducing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls how the series brought classic rock back into vogue: “The game offered a larger, new demographic. Typically this had been seen as music that was past it, however once it got featured on the title young people were finding it, abruptly it became trendy. This validated it, and got rid of the outdated tag. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained not available in the US, so Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the group greater revenue compared to their studio albums. It sold more than 500,000 units in its first week, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is challenging enough on expert mode, let alone played at double speed while hitting a single one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run before their hit appeared in the third game, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else the band has done. Recently, the song featured in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
The best promotion, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the creators felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, including derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, except for a brief comeback several years later.
Games like Clone Hero and Fortnite Festival have maintained the scene alive, and there’s set to be something from the founders on the way. Recently formed developers has begun work on their first music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles could be like Madden where you can update every year,” he remarks. “With abundant new music that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”