It has been 20 years after the legendary game first launched across the Atlantic, giving everyday gamers the means to become a rock star. Figuratively speaking, but try telling that anyone who has nailed the epic lengthy instrumental break before a packed crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Each riff corresponded to specific notes, 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. Together, they laid the foundations for an unlikely billion-dollar franchise that had a significant impact on numerous musicians included, showcasing decades-old groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music because the cost was so high,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime increased, everyone wanted to participate.”
He continues: “Among the remarkable aspects was the number of parents got in touch and thanked us for exposing their children to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived older hits back into vogue: “The game provided a bigger, younger audience. Generally this had been considered music that was past it, but then when it was featured on the game and teenagers were finding it, suddenly it became trendy. This validated the genre, eliminating the outdated label. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album was still unreleased in the US, meaning the game was a key medium of discovery for the group as they went on US tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It moved more than 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is challenging enough on the hardest setting, not to mention played at increased tempo while hitting every one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and enlist,” says musician Herman Li.
DragonForce previously completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing everything else the band has done. Recently, the track featured in promotional material for a major film. “Previously I thought differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I’m glad we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier marketing, be it for cars, clothes or video games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the creators believed humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Titles like the fan project and newer releases have maintained the scene active, and there’s set to be something from the founders on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed those games might become like Madden where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”