Marking 20 years after Guitar Hero debuted across the Atlantic, offering players everywhere the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's mastered the epic lengthy guitar solo before a packed living-room audience.
Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Each riff mimicked particular chords, creating the sensation of a genuine performance.
Harmonix previously experimented in the music genre before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they laid the foundations for an unlikely billion-dollar franchise which made a remarkable impact for many of the artists featured, showcasing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced every song because the cost prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, album purchases and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many parents got in touch and thanked us for exposing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series revived classic rock to the forefront: “The game offered a bigger, younger audience. Typically such music was seen as outdated material, however once it got featured on the game young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the outdated tag. It provided all our music a new life.”
At that time, the band's first record remained not available stateside, meaning the game served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “Their crew were playing the song on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their records. It moved well over 500,000 copies upon release, and sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult even in the hardest setting, let alone played at double speed while hitting every one of its near 4,000 notes. The streamer stated it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and enlist,” notes DragonForce guitarist the artist.
The band previously wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors informing us that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – 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
The best marketing, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a music icon on the stage. From day one, the creators felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the community alive, with set to be a new product from the original publisher in development. Recently formed developers has entered work on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist with new generations.”