It has been 20 years since Guitar Hero debuted in North America, providing players everywhere the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed the epic lengthy guitar solo before a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.
Harmonix had already experimented in the music genre prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable series that had a significant influence for many of the artists included, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music since the cost prohibitive,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their children to the songs they adored. It became a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series revived classic rock back into vogue: “The game provided a bigger, new demographic. Generally such music was seen as music that was past it, but then once it got featured on the game young people discovered it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It gave all our music a new life.”
In 2008, the band's first record remained not available in the US, meaning the game served as a primary platform for exposure for the band during their US tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Influence
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money than any of their records. It moved more than half a million units upon release, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. The song is difficult even in expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour when their hit was featured in the third game, yet he explains it made them widely recognized. “I recall the record label calling to tell me that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out in just a 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 in plastic instruments died down, except for a short-lived revival in 2015.
Titles like Clone Hero and Fortnite Festival have kept the community active, and there’s expectations of something from the founders on the way. A new studio has entered work on its debut music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed those games might become like Madden allowing annual releases,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”