Marking 20 years after Guitar Hero first launched across the Atlantic, giving everyday gamers the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the display in time with the music. Every sequence mimicked specific notes, creating the sensation of an authentic live show.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by Activision in 2006. Together, they laid the foundations for a surprising massively profitable franchise which made a remarkable impact for many of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early financial challenges in securing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play increased, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock back into vogue: “The game provided a bigger, younger audience. Generally this had been seen as outdated material, however once it got featured on the title and teenagers discovered it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It provided our catalog a new life.”
At that time, the Answer’s debut album was still unreleased in the US, so the game served as a primary platform of discovery for the band during their US tour supporting the rock giants. “Their crew were playing the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Impact
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It moved more than half a million copies upon release, and sales of Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. The song is challenging enough on expert mode, let alone played at increased tempo and without missing a single one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
The band previously completed a profitable run before their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that we were records were moving rapidly,” he says. “It exploded when we next toured, and we performed 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. Recently, the song was used in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
The best marketing, be it for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, including spin-offs such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a brief comeback in 2015.
Games like the fan project and Fortnite Festival have maintained the community alive, and there’s set to be something from the original publisher on the way. A new studio has begun production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following the classic?
“We thought those games could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason for it to persist for future fans.”