It has been 20 years after the legendary game first launched in North America, providing players everywhere the tools to become rock legends. Not literally, but try telling that anyone who's nailed the epic four-minute guitar solo before an enthusiastic crowd of friends.
Created 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, producing the feel of an authentic live show.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series that had a significant influence for many of the artists featured, introducing decades-old groups to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced every song since the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when the game became a hit, album purchases airtime were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Typically this had been considered music that was past it, but then once it got featured on the game young people discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
At that time, the Answer’s first record was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour supporting the rock giants. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their records. It sold more than half a million copies in its first week, while sales of their songs saw an increase of up to 40% at a time when the music business was already collapsing.
The series still motivates quick-handed dedication within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. This track is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. They stated it took nine months to accomplish.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce had already completed a successful tour when their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors informing us that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Last year, the song featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
The best promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the co-founders felt that 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 over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have maintained the scene active, with set to be a new product from the founders in development. A new studio has begun work on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games could be similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”