It has been 20 years since Guitar Hero first launched in North America, providing players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed convincing someone who has mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.
Created by the developers, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Each riff corresponded to particular chords, creating the sensation of a genuine performance.
The studio previously tried its hand with rhythm games before partnering with the publisher, later purchased by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar series that had a significant influence for many of the artists included, showcasing classic groups to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. However, when the game took off, and record sales and radio play were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock to the forefront: “The game provided a bigger, younger audience. Generally such music was seen as music that was past it, but then when it was included in the game and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the outdated label. It gave our catalog a new life.”
In 2008, the band's first record remained unreleased stateside, so Guitar Hero served as a primary platform of discovery for the band as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles Enduring Impact
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their records. It sold more than half a million units upon release, and sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Recently, an online personality completed an impressive attempt featuring the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. The song is difficult enough on the hardest setting, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” notes musician Herman Li.
The band previously completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing all other accomplishments. Last year, the track was used in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators felt that humans have a natural human desire to make music, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, including spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Games like Clone Hero and Fortnite Festival have maintained the scene alive, with expectations of a new product from the founders on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game following Guitar Hero?
“We thought those games could be like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”