Marking 20 years after Guitar Hero hit the market across the Atlantic, giving players everywhere the tools to become a rock star. Figuratively speaking, but try convincing anyone who's mastered the epic lengthy instrumental break in front of a packed crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.
Harmonix had already experimented with rhythm games before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar series which made a remarkable impact on numerous musicians included, introducing decades-old bands to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges in securing the songs – even though the first two games mostly used cover versions.
“We rerecorded every song since the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. But once the game took off, album purchases airtime increased, everyone wanted to be in.”
He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their kids to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series brought classic rock back into vogue: “The game provided a bigger, new demographic. Generally this had been considered outdated material, but then when it was featured on the game young people were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album remained not available stateside, meaning the game was a key medium of discovery for the band during their US tour opening for the rock giants. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It sold more than 500,000 units in its first week, and sales of Aerosmith’s music rose significantly at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is challenging enough on expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.
The band had already completed a profitable run before Through the Fire and Flames appeared 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 records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked overshadow all other accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier promotion, be it for cars, apparel or video games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.
Most installments were released in just a five-year period from 2005 to 2010, including spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Titles like Clone Hero and newer releases have kept the scene alive, with set to be something from the original publisher on the way. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games could be like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”