Marking 20 years since Guitar Hero debuted in North America, giving players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute guitar solo before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Every sequence corresponded to specific notes, producing the feel of a genuine live show.
The studio previously experimented with rhythm games before partnering with the publisher, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable series which made a significant impact on numerous musicians featured, introducing decades-old bands to a new generation of younger players.
A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their kids to the music they loved. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought older hits back into vogue: “The game offered a bigger, new demographic. Typically such music was considered music that was past it, however once it got featured on the game and teenagers were finding it, abruptly it became trendy. This validated it, eliminating the outdated tag. It gave our catalog a new life.”
At that time, the Answer’s debut album was still not available in the US, so the game served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “The roadies had on the song during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money than any of their records. It sold more than half a million units in its first week, and demand for Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed dedication 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 but an array of personalization features. The song is challenging enough on expert mode, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you should pick up a real gun and go to war,” notes musician the artist.
The band had already completed a successful tour before their hit was featured in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, that's fine – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
The best promotion, whether it’s for cars, apparel or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the creators believed there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to participate”.
Most installments were released in just a five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Games such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s set to be a new product from the founders in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“Our team believed such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”