Marking two decades since Guitar Hero debuted in North America, offering everyday gamers the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's mastered the epic lengthy guitar solo in front of a packed living-room audience.
Created by the developers, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of a genuine live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar series that had a significant impact on numerous of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced all the music because the cost prohibitive,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher had virtually no money, and we were pretty convinced it would fail. However, when the game took off, album purchases airtime were going up, all artists desired to be in.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Typically such music was considered outdated material, but then when it was featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the outdated tag. It provided all our music renewed popularity.”
At that time, the Answer’s first record was still 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. “The roadies had on Never Too Late during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the group greater revenue than any of their studio albums. It sold well over 500,000 copies in its first week, while demand for their songs saw an increase significantly during an era as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is difficult enough on expert mode, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should use a real gun and enlist,” notes musician the artist.
The band had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I remember the record label informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before top acts at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow everything else accomplishments. Last year, the track was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier marketing, be it for cars, clothes or games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to do it”.
Most installments were released in just a half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.
Titles like the fan project and newer releases have maintained the community active, with expectations of something from the original publisher in development. Recently formed developers has entered production on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue for future fans.”