It has been 20 years since the legendary game debuted across the Atlantic, giving everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed telling that anyone who's nailed the epic four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Every sequence mimicked particular chords, creating the sensation of an authentic live show.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise that had a significant impact on numerous musicians included, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We reproduced all the music since the cost was so high,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game became a hit, and record sales airtime were going up, everyone wanted to be in.”
He continues: “Among the amazing things was how many parents reached out expressing gratitude for exposing their children to the music they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “The game provided a bigger, new demographic. Typically this had been seen as outdated material, however once it got featured on the title and teenagers discovered it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It gave our catalog a new life.”
At that time, the band's debut album remained unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group during their US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their studio albums. It sold more than 500,000 units upon release, and sales of their songs saw an increase significantly at a time as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is difficult even in the hardest setting, not to mention played at double speed while hitting every one of the thousands of cues. They stated it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you should use a real gun and go to war,” says DragonForce guitarist the artist.
DragonForce had already completed a successful tour before their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label informing us that our records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked overshadow all other the band has done. Last year, the song featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, be it for cars, clothes or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs such as the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Titles like the fan project and newer releases have kept the scene alive, and there’s set to be something from the founders on the way. A new studio has entered production on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”