Marking two decades since Guitar Hero hit the market in North America, giving everyday gamers the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed convincing someone who has nailed the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to the music. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
The studio had already tried its hand with rhythm games before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable franchise which made a remarkable impact on numerous of the artists included, showcasing classic bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial financial challenges in securing the songs – even though the first two games primarily featured cover versions.
“We reproduced all the music since the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when the game took off, and record sales and radio play increased, everyone wanted to be in.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought classic rock to the forefront: “The game offered a bigger, new demographic. Typically this had been considered outdated material, but then once it got included in the title young people discovered it, suddenly it was cool. That legitimised it, and got rid of the outdated label. It gave all our music a new life.”
In 2008, the band's first record remained unreleased stateside, so the game served as a primary platform for exposure for the band as they went on US tour opening for the rock giants. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their records. It sold well over 500,000 copies upon release, and demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is difficult even in expert mode, let alone performed at increased tempo and without missing every one of the thousands of cues. The streamer claimed it took nine months of practice.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you should use a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour when their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it risked eclipsing everything else accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to participate”.
The majority installments were released in just a half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, except for a brief comeback several years later.
Titles such as the fan project and newer releases have kept the scene alive, and there’s set to be something from the founders in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”