It has been 20 years after the legendary game hit the market across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed telling that someone who has mastered the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with the music. Each riff corresponded to particular chords, producing the feel of a genuine performance.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar franchise that had a significant influence for many of the artists featured, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though initial releases primarily featured cover versions.
“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases and radio play were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for introducing their kids to the music they adored. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought classic rock to the forefront: “The game provided 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 Generally this had been seen as outdated material, however once it got included in the title young people were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album was still not available stateside, meaning the game was a key medium of discovery for the band as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money compared to their studio albums. It moved more than half a million copies in its first week, while demand for Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. The song is challenging enough on expert mode, not to mention performed at double speed while hitting every one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” says musician Herman Li.
The band had already wrapped up a profitable run when their hit appeared in the third game, but Li says it turned them into widely recognized. “I recall the record label informing us that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked overshadow all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best promotion, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have kept the scene alive, with set to be something from the original publisher in development. A new studio has entered production on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed those games could be similar to sports games where you can update every year,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”