Marking 20 years after the legendary game debuted across the Atlantic, providing players everywhere the opportunity to become rock legends. Figuratively speaking, but try convincing someone who has mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the screen synchronized to a song. Every sequence corresponded to particular chords, producing the sensation of an authentic performance.
Harmonix previously experimented in the music genre prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable impact for many of the artists included, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the recordings – even though initial releases primarily featured cover versions.
“We reproduced all the music since the cost prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero took off, and record sales airtime were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their kids to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Typically such music was seen as outdated material, but then when it was featured on the title and teenagers discovered it, suddenly it was cool. This validated it, and got rid of the outdated label. It gave our catalog a new life.”
At that time, the band's debut album was still unreleased in the US, so Guitar Hero served as a primary platform for exposure for the group during their US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names quickly 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 related stories, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It sold well over 500,000 units in its first week, and sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is challenging even in the hardest setting, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” notes musician Herman Li.
The band previously wrapped up a profitable run before their hit appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label informing us that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it risked eclipsing everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Titles like the fan project and Fortnite Festival have maintained the scene active, and there’s expectations of a new product from the founders on the way. Recently formed developers has entered production on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following the classic?
“Our team believed those games might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”