Marking two decades after Guitar Hero first launched across the Atlantic, providing players everywhere the tools to feel like a rock star. Figuratively speaking, but try convincing anyone who's nailed the epic lengthy guitar solo in front of a packed living-room audience.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with a song. Every sequence corresponded to particular chords, producing the sensation of a genuine live show.
The studio had already tried its hand with rhythm games before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar franchise that had a remarkable impact on numerous musicians featured, introducing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced every song because the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the music they adored. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group the Answer had their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as outdated material, but then once it got featured on the game young people discovered it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the band's first record remained not available in the US, meaning the game served as a primary platform of discovery for the group during their a North American tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Influence
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It moved more than half a million units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging enough on expert mode, let alone played at double speed and without missing a single one of the thousands of cues. The streamer claimed it took months of practice of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes musician Herman Li.
The band had already wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label informing us that our selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it risked eclipsing all other the band has done. Last year, the song featured in a trailer for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear a single track, 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
Top-tier promotion, whether it’s for cars, apparel or games, goes further mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.
Titles like the fan project and Fortnite Festival have maintained the scene active, with set to be something from the founders on the way. Recently formed developers has begun production on its debut music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”