It has been 20 years after the legendary game first launched in North America, giving everyday gamers the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with a song. Every sequence corresponded to particular chords, producing the feel of an authentic live show.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision in 2006. Together, they laid the groundwork for an unlikely billion-dollar series which made a significant impact for many of the artists included, introducing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he says. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero took off, album purchases and radio play increased, all artists desired to participate.”
He continues: “One of the amazing things was the number of parents got in touch and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought older hits back into vogue: “The game provided a bigger, younger audience. Generally such music was seen as outdated material, but then once it got featured on the title young people were finding it, suddenly it was cool. That legitimised it, and got rid of the outdated tag. It gave all our music renewed popularity.”
At that time, the Answer’s debut album was still not available in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It moved well over half a million units in its first week, while sales of Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging enough on expert mode, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.
“The game offers a, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and enlist,” notes DragonForce guitarist the artist.
The band previously wrapped up a profitable run when their hit was featured in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing all other the band has done. Last year, the track featured in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best promotion, be it for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most installments were released in just a five-year period from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”