It has been two decades after Guitar Hero debuted in North America, giving everyday gamers the opportunity to feel like a rock star. Not in reality, but try telling that someone who's nailed the epic four-minute instrumental break in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display in time with the music. Every sequence corresponded to specific notes, producing the feel of an authentic performance.
The studio previously experimented with rhythm games before partnering with the publisher, later acquired by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise which made a significant impact for many of the artists included, introducing classic bands to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. But once the game became a hit, album purchases airtime were going up, everyone wanted to participate.”
He adds: “Among the amazing things was how many parents reached out expressing gratitude for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Generally this had been considered outdated material, but then once it got featured on the title and teenagers were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the band's first record was still not available stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It sold well over half a million units in its first week, and demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. The song is difficult even in expert mode, not to mention performed at double speed while hitting a single one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should pick up a real gun and enlist,” notes musician Herman Li.
DragonForce previously completed a profitable run when Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else accomplishments. Recently, the track was used in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to do it”.
The majority installments were released in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Titles like Clone Hero and newer releases have maintained the community active, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun work on their first music game. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed those games could be similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”