Marking 20 years after Guitar Hero debuted across the Atlantic, offering players everywhere the means to feel like a rock star. Not literally, but try convincing anyone who's nailed the epic lengthy instrumental break before a packed crowd of friends.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display in time with the music. Each riff mimicked specific notes, producing the feel of an authentic performance.
The studio had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable series that had a remarkable impact on numerous of the artists featured, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song since the cost was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, and record sales airtime were going up, all artists desired to participate.”
He continues: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the music they adored. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Generally such music was considered outdated material, but then when it was featured on the game and teenagers were finding it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the Answer’s first record remained not available stateside, meaning the game was a key medium for exposure for the band as they went on US tour opening for AC/DC. “Their crew had on the song during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group more money than any of their records. It sold more than half a million copies upon release, while sales of Aerosmith’s music rose of up to 40% at a time as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging enough on the hardest setting, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer stated requiring nine months of practice.
“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” says musician the artist.
The band had already wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors informing us that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow all other the band has done. Recently, the track was used in a trailer for a major film. “Previously I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to do it”.
Most installments were released in just a half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have kept the scene active, with set to be a new product from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”