Marking 20 years after Guitar Hero debuted in North America, providing everyday gamers the opportunity to feel like a rock star. Not literally, but try convincing someone who's nailed the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with 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 RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise that had a significant impact for many musicians included, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the recordings – even though initial releases mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, album purchases and radio play were going up, all artists desired to be in.”
He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for exposing their children to the music they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived classic rock to the forefront: “The game offered a larger, younger audience. Typically this had been seen as music that was past it, but then once it got included in the game young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the band's debut album remained not available stateside, so the game was a key medium of discovery for the group as they went on US tour opening for AC/DC. “The roadies had on the song during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Influence
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It moved more than half a million units in its first week, while sales of Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. This track is difficult enough on expert mode, let alone performed at increased tempo while hitting a single one of the thousands of cues. They claimed requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should use actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I thought differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, be it for cars, apparel or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a music icon on the stage. From day one, the co-founders believed humans have a natural human desire to create songs, and their goal was to use technology to allow people to do it”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival in 2015.
Games such as the fan project and Fortnite Festival have maintained the scene active, and there’s expectations of a new product from the founders in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought such titles could be similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”