Marking 20 years after Guitar Hero debuted across the Atlantic, offering everyday gamers the opportunity to become a rock star. Not literally, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to a song. Every sequence mimicked particular chords, creating the feel of a genuine performance.
The studio previously experimented in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise that had a significant impact for many of the artists featured, introducing classic groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early financial challenges of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, and record sales airtime were going up, all artists desired to be in.”
He continues: “Among the amazing things was how many parents reached out and thanked us for introducing their kids to the songs they adored. It became a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically such music was considered music that was past it, however once it got included in the game and teenagers discovered it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still not available in the US, meaning the game served as a primary platform for exposure for the group during their US tour supporting the rock giants. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Influence
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It sold well over half a million copies upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult even in the hardest setting, not to mention played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you ought to use actual weapons and go to war,” notes DragonForce guitarist the artist.
The band had already completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label calling to tell me that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or video games, goes further than selling something – it inspires a longing. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators felt that humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to participate”.
The majority installments came out in just a five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, aside from a brief comeback in 2015.
Titles like Clone Hero and newer releases have kept the community active, with expectations of a new product from the original publisher on the way. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”