Marking 20 years after Guitar Hero first launched across the Atlantic, offering everyday gamers the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who has mastered the epic four-minute guitar solo in front of a packed crowd of friends.
Created by Harmonix, the game gave players a guitar-shaped controller to match coloured notes scrolling down the screen in time with a song. Every sequence mimicked specific notes, creating the sensation of a genuine performance.
The studio had already tried its hand in the music genre before partnering with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar series which made a significant influence on numerous musicians included, introducing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their kids to the songs they loved. It became a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act had their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Typically such music was considered music that was past it, but then once it got included in the title and teenagers discovered it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the band's first record was still not available stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It moved well over half a million units upon release, while demand for their songs rose significantly at a time as the industry faced decline.
The series continues to inspire quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you should use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band had already completed a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I remember our distributors informing us that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it risked overshadow all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to allow people to do it”.
The majority installments came out over a mere five-year period from 2005 to 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be a new product from the founders on the way. A new studio has entered work on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game following Guitar Hero?
“We thought those games might become like Madden where you can releases,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”