It has been 20 years after Guitar Hero debuted in North America, providing players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who has nailed the epic four-minute instrumental break before a packed crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Each riff corresponded to particular chords, producing the feel of a genuine live show.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, 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 a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases primarily featured cover versions.
“We reproduced every song because the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once the game became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of parents reached out expressing gratitude for exposing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers how the series revived older hits to the forefront: “Guitar Hero provided a larger, new demographic. Generally this had been seen as music that was past it, however once it got featured on the game young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the band's debut album was still not available stateside, so the game was a key medium of discovery for the group as they went on a North American tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band more money than any of their studio albums. It moved well over 500,000 copies in its first week, and demand for their songs rose significantly during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. This track is difficult enough on the hardest setting, not to mention performed at double speed while hitting a single one of the thousands of cues. They stated it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” says musician Herman Li.
The band had already completed a successful tour before their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow everything else the band has done. Last year, the track was used in a trailer for a major film. “Previously I felt differently, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have maintained the community alive, with set to be a new product from the original publisher in development. Recently formed developers 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 Guitar Hero?
“We thought such titles could be like Madden allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”