It has been 20 years since the legendary game hit the market across the Atlantic, providing everyday gamers the opportunity to become a rock star. Not literally, but try convincing anyone who's mastered the epic lengthy guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the screen in time with the music. Every sequence corresponded to particular chords, creating the feel of a genuine performance.
Harmonix had already experimented with rhythm games prior to teaming up with RedOctane, which was acquired by Activision in 2006. Together, they established the groundwork for a surprising massively profitable franchise that had a significant impact for many of the artists included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the songs – even though the first two games primarily featured cover versions.
“We rerecorded all the music because the cost prohibitive,” he says. “Even with the publishing rights alone, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero took off, and record sales airtime were going up, all artists desired to participate.”
He continues: “Among the amazing things was the number of parents reached out expressing gratitude for introducing their kids to the music they adored. It became a multigenerational thing.”
Classic Rock Gains Younger Fans
Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally such music was considered music that was past it, however once it got featured on the game and teenagers discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the band's debut album remained unreleased in the US, so the game served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their records. It sold well over 500,000 units in its first week, while demand for Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
The series continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. The song is difficult enough on the hardest setting, not to mention played at double speed while hitting a single one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has risked overshadow everything else accomplishments. Last year, the track was used in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
The best marketing, whether it’s for cars, clothes or video games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority installments came out over a mere five-year period from 2005 to 2010, including spin-offs such as the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have maintained the community active, with expectations of a new product from the founders on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”