It has been 20 years after Guitar Hero debuted in North America, giving players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Each riff mimicked specific notes, creating the sensation of an authentic live show.
The studio had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Together, they laid the foundations for a surprising billion-dollar series which made a significant influence for many musicians featured, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced all the music since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game became a hit, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish blues-rock band one featured act included Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls the way the game revived older hits back into vogue: “Guitar Hero provided a larger, younger audience. Typically such music was seen as outdated material, however once it got featured on the title young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It gave all our music renewed popularity.”
In 2008, the band's debut album was still not available in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their records. It sold well over 500,000 copies upon release, while sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. This track is difficult enough on the hardest setting, let alone performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” says musician the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I remember the record label calling to tell me that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it threatened to eclipsing all other the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
The best marketing, whether it’s for automobiles, apparel or video games, goes further than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders felt that humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus in plastic instruments died down, except for a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have kept the community alive, and there’s set to be something from the original publisher in development. A new studio has entered work on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome another game following the classic?
“We thought those games might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”