Marking 20 years since the legendary game debuted across the Atlantic, offering players everywhere the tools to feel like a rock star. Not literally, but try convincing anyone who's nailed the epic lengthy instrumental break in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with a song. Every sequence mimicked specific notes, producing the sensation of a genuine performance.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising massively profitable franchise that had a remarkable impact on numerous musicians featured, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he says. “Even with the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game became a hit, album purchases airtime were going up, all artists desired to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group the Answer had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “The game offered a bigger, new demographic. Typically this had been considered music that was past it, however when it was featured on the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album remained unreleased stateside, meaning the game served as a primary platform for exposure for the group during their a North American tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the band more money compared to their studio albums. It moved well over half a million units in its first week, and demand for their songs saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. This track is challenging even in expert mode, let alone performed at double speed while hitting every one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to use actual weapons and go to war,” says musician Herman Li.
The band previously completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it has risked overshadow all other accomplishments. Recently, the song featured in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Games like the fan project and Fortnite Festival have maintained the scene active, and there’s expectations of something from the founders on the way. Recently formed developers has begun production on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“Our team believed those games might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”