It has been 20 years since the legendary game first launched in North America, providing players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who has nailed the epic lengthy instrumental break before a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Each riff mimicked specific notes, producing the feel of a genuine performance.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the foundations for a surprising billion-dollar series which made a significant influence for many of the artists included, showcasing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales airtime 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 kids to the songs they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls how the series brought older hits back into vogue: “Guitar Hero offered a larger, younger audience. Typically such music was considered music that was past it, however when it was featured on the game young people were finding it, abruptly it became trendy. This validated it, eliminating the outdated label. It provided all our music renewed popularity.”
At that time, the band's first record remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on a North American tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It moved well over 500,000 units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging even in the hardest setting, not to mention performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – each person has a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have kept the scene alive, with set to be a new product from the founders in development. Recently formed developers has entered production on their first music game. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible for it to continue with new generations.”