It has been two decades after Guitar Hero debuted across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who's mastered Free Bird’s four-minute guitar solo in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the screen in time with a song. Every sequence corresponded to particular chords, producing the sensation of an authentic live show.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar series that had a significant influence for many musicians included, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.
“We rerecorded every song since the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was how many parents got in touch expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series brought classic rock to the forefront: “The game offered a larger, younger audience. Generally such music was seen as music that was past it, but then once it got included in the game young people were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided all our music a new life.”
At that time, the band's debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group during their a North American tour supporting AC/DC. “Their crew had on the song during travel, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their studio albums. It moved more than half a million copies in its first week, while sales of Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging even in expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. They stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to eclipsing all other the band has done. Last year, the track featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, be it for cars, apparel or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most installments came out over a mere five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Games such as the fan project and Fortnite Festival have kept the community active, and there’s set to be something from the founders on the way. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought such titles might become like Madden allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain optimistic. There’s no reason for it to continue for future fans.”