It has been two decades after Guitar Hero debuted in North America, offering everyday gamers the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone 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 follow coloured notes scrolling down the display synchronized to the music. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising billion-dollar series which made a significant impact on numerous of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure 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 had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Typically this had been considered outdated material, but then when it was featured on the title young people were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It provided 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 for exposure for the band during their US tour supporting AC/DC. “The roadies had on the song during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and related lore, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the group greater revenue compared to their records. It sold more than half a million copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. This track is difficult enough on expert mode, let alone played at double speed while hitting every one of the thousands of cues. The streamer stated requiring months of practice of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall the record label informing us that we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it risked overshadow all other accomplishments. Last year, the track was used in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, be it for cars, apparel or games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to do it”.
Most installments were released over a mere half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, including 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.
Games such as Clone Hero and Fortnite Festival have kept the scene alive, with set to be a new product from the founders in development. Recently formed developers has begun work on their first music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought such titles could be like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason for it to persist for future fans.”