It has been 20 years since Guitar Hero debuted in North America, giving players everywhere the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered the epic four-minute instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Every sequence mimicked specific notes, creating the feel of an authentic performance.
The studio had already experimented in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for a surprising massively profitable series which made a significant influence on numerous musicians included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song since the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher 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 increased, all artists desired to participate.”
He adds: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It became an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Guitarist the artist remembers the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as music that was past it, but then when it was included in the game and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It provided our catalog renewed popularity.”
In 2008, the band's debut album was still unreleased stateside, so the game was a key medium of discovery for the group during their US tour opening for AC/DC. “Their crew had on the song during travel, and several knew us thanks to the game,” he notes.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It moved more than half a million units in its first week, and demand for their songs saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality completed a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. The song is difficult even in the hardest setting, let alone played at double speed and without missing a single one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run before their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other accomplishments. Recently, the song featured in a trailer for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the creators felt that humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have kept the community active, and there’s set to be something from the original publisher on the way. Recently formed developers has begun work on its debut music game. Original co-founders are participating in advisory roles. Are gamers 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 new music that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”