It has been two decades since Guitar Hero debuted in North America, giving everyday gamers the opportunity to become a rock star. Not literally, though you'd be hard-pressed convincing someone who has nailed the epic four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to the music. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
The studio had already experimented in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar franchise which made a remarkable impact for many of the artists featured, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the recordings – even though initial releases primarily featured cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero took off, album purchases and radio play increased, all artists desired to participate.”
He adds: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the songs they loved. It became an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish group one featured act included their track in the 2008 release the popular installment. Guitarist the artist remembers how the series brought classic rock to the forefront: “The game offered a bigger, new demographic. Generally this had been seen as outdated material, however once it got included in the title young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the Answer’s debut album remained unreleased in the US, so Guitar Hero was a key medium of discovery for the group during their US tour opening for the rock giants. “The roadies were playing Never Too Late during travel, and several knew us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their studio albums. It moved well over 500,000 units in its first week, while demand for Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging enough on expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use actual weapons and go to war,” notes musician Herman Li.
The band previously completed a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing everything else accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
The best promotion, whether it’s for cars, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the co-founders believed humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring derivative titles like the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a brief comeback several years later.
Titles like the fan project and newer releases have maintained the community alive, and there’s set to be a new product from the founders in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason for it to continue for future fans.”