Marking 20 years since Guitar Hero first launched in North America, giving players everywhere the means to become a rock star. Not in reality, but try convincing anyone who's mastered the epic lengthy guitar solo in front of a packed crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to a song. Each riff corresponded to specific notes, producing the sensation of a genuine performance.
The studio previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a significant impact on numerous musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.
“We rerecorded all the music because the cost was so high,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain it would fail. But once the game became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their kids to the songs they loved. It evolved into an intergenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Guitarist the artist remembers the way the game revived classic rock back into vogue: “The game provided a larger, new demographic. Generally this had been seen as music that was past it, but then once it got featured on the game young people were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
At that time, the band's first record was still unreleased in the US, so the game served as a primary platform for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew had on the song on the tour bus, and several recognized us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Impact
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their records. It sold more than 500,000 units in its first week, and sales of their songs rose significantly during an era as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is difficult enough on the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up actual weapons and go to war,” notes musician Herman Li.
DragonForce previously completed a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing all other accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including derivative titles such as the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival in 2015.
Titles such as the fan project and Fortnite Festival have kept the community alive, and there’s set to be a new product from the original publisher on the way. A new studio has begun work on their first music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought those games might become similar to sports games where you can update every year,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”