Marking two decades since Guitar Hero hit the market in North America, giving players everywhere the tools to feel like rock legends. Not in reality, though you'd be hard-pressed telling that anyone who's nailed the epic four-minute instrumental break before a packed living-room audience.
Created by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Every sequence mimicked particular chords, producing the feel of a genuine live show.
The studio previously tried its hand in the music genre before partnering with the publisher, later purchased by Activision in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar franchise which made a remarkable impact on numerous musicians featured, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music since the dollar figure was so high,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game took off, and record sales airtime were going up, everyone wanted to be in.”
He adds: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits back into vogue: “The game offered a larger, new demographic. Typically such music was considered outdated material, but then when it was featured on the game young people discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the Answer’s debut album was still unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group during their US tour opening for the rock giants. “Their crew had on Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Impact
Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It moved more than 500,000 units in its first week, and sales of their songs rose significantly at a time as the industry faced decline.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer 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 similar gameplay but an array of personalization features. This track is difficult even in expert mode, let alone played at increased tempo while hitting a single one of the thousands of cues. They claimed it took months of practice to accomplish.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you should pick up a real gun and go to war,” says musician Herman Li.
DragonForce previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it has risked eclipsing all other accomplishments. Last year, the song was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best marketing, be it for automobiles, apparel or games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to participate”.
The majority installments were released over a mere five-year period from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Games such as the fan project and newer releases have maintained the scene active, and there’s set to be something from the original publisher on the way. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed those games might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”