It has been two decades since Guitar Hero first launched across the Atlantic, offering everyday gamers the tools to feel like rock legends. Not in reality, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute instrumental break before a packed living-room audience.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the display synchronized to a song. Every sequence mimicked specific notes, creating the sensation of an authentic performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a significant influence for many of the artists featured, showcasing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. However, when the game took off, and record sales airtime were going up, all artists desired to participate.”
He adds: “Among the remarkable aspects was how many parents reached out expressing gratitude for exposing their children to the songs they loved. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game revived classic rock to the forefront: “The game offered a bigger, new demographic. Generally this had been seen as music that was past it, but then once it got included in the game and teenagers were finding it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the Answer’s debut album remained unreleased stateside, so Guitar Hero was a key medium for exposure for the group during their a North American tour opening for the rock giants. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It sold well over 500,000 copies in its first week, and sales of Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is difficult even in expert mode, not to mention played at double speed while hitting a single one of its near 4,000 notes. The streamer stated it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label calling to tell me that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we performed just before 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. “Previously I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best marketing, whether it’s for cars, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Titles like the fan project and Fortnite Festival have kept the community alive, with expectations of a new product from the founders on the way. A new studio has begun work on its debut music game. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”