Marking 20 years since Guitar Hero debuted in North America, giving everyday gamers the opportunity to become a rock star. Not in reality, but try convincing anyone who has mastered the epic lengthy instrumental break before an enthusiastic living-room audience.
Created by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the screen in time with a song. Every sequence mimicked particular chords, producing the feel of a genuine live show.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable series which made a significant influence for many of the artists featured, showcasing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music since the cost was so high,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales airtime were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “The game provided a bigger, new demographic. Typically this had been seen as music that was past it, however when it was included in the title and teenagers were finding it, abruptly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”
At that time, the band's debut album was still unreleased in the US, meaning Guitar Hero was a key medium of discovery for the group as they went on US tour supporting the rock giants. “Their crew were playing the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It sold well over 500,000 units upon release, while sales of their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. The song is challenging even in expert mode, not to mention played at double speed while hitting a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run when their hit was featured in the third game, but Li says it turned them into a household name. “I remember our distributors informing us that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments were released in just a half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as Clone Hero and newer releases have maintained the scene active, with set to be a new product from the original publisher in development. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”