Marking two decades since Guitar Hero debuted in North America, providing players everywhere the opportunity to become rock legends. Figuratively speaking, but try telling that anyone who has nailed the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Each riff corresponded to specific notes, producing the feel of a genuine live show.
The studio previously experimented in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise which made a significant impact for many musicians featured, showcasing decades-old bands to millions of younger players.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, album purchases and radio play increased, all artists desired to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It became a multigenerational thing.”
Timeless Music Finds 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 remembers how the series revived classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Typically such music was seen as music that was past it, however when it was featured on the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It provided all our music a new life.”
At that time, the Answer’s first record was still unreleased stateside, so Guitar Hero was a key medium of discovery for the band during their a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their records. It sold well over 500,000 units upon release, while demand for their songs rose of up to 40% at a time as the industry faced decline.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. The song is difficult enough on the hardest setting, not to mention played at double speed while hitting a single one of its near 4,000 notes. The streamer stated it took nine months of practice.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and go to war,” says musician Herman Li.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing just before top acts at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked overshadow all other the band has done. Recently, the track featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to participate”.
The majority installments were released in just a half-decade from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have kept the scene active, and there’s expectations of a new product from the founders in development. A new studio has begun production on its debut music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry following the classic?
“We thought such titles might become similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason for it to continue with new generations.”