It has been 20 years since Guitar Hero first launched in North America, providing everyday gamers the opportunity to become rock legends. Not literally, but try convincing someone who has mastered Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the display in time with a song. Each riff corresponded to specific notes, producing the sensation of a genuine live show.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely billion-dollar franchise that had a significant impact for many musicians featured, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of parents reached out and thanked us for exposing their kids to the songs they adored. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought older hits to the forefront: “The game offered a bigger, new demographic. Generally this had been considered outdated material, but then once it got featured on the title young people discovered it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the band's debut album was still unreleased stateside, so Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and related stories, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It moved well over half a million copies upon release, while sales of their songs saw an increase significantly during an era when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging enough on the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician the artist.
The band had already wrapped up a successful tour before their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors informing us that our records were moving like crazy,” he says. “It exploded 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 threatened to overshadow all other accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, be it for automobiles, apparel or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators believed humans have a natural urge to make music, and they wanted to use technology to allow people to do it”.
Most installments came out over a mere half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Titles such as the fan project and newer releases have kept the scene alive, and there’s expectations of something from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”