It has been 20 years after the legendary game debuted in North America, giving players everywhere the opportunity to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who has nailed the epic lengthy guitar solo in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with the music. Every sequence mimicked particular chords, producing the feel of a genuine performance.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely billion-dollar series that had a remarkable influence for many of the artists included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. But once the game took off, album purchases airtime were going up, everyone wanted to participate.”
He continues: “One of the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the music they loved. It became a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls how the series brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically such music was considered outdated material, however when it was included in the title young people discovered it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It provided all our music a new life.”
At that time, the band's debut album remained not available stateside, meaning Guitar Hero served as a primary platform of discovery for the band during their US tour supporting the rock giants. “The roadies were playing the song during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group greater revenue than any of their records. It moved well over 500,000 units in its first week, while demand for their songs saw an increase significantly during an era when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” notes musician the artist.
The band had already wrapped up a successful tour before their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has threatened to overshadow everything else accomplishments. Recently, the song was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has their own musical journey and I’m glad we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, goes further mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the creators felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most installments came out over a mere half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles such as Clone Hero and newer releases have maintained the scene active, and there’s set to be something from the founders in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game following the classic?
“We thought those games could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”