It has been two decades after the legendary game debuted across the Atlantic, providing players everywhere the means to feel like a rock star. Figuratively speaking, but try convincing someone who's nailed Free Bird’s four-minute instrumental break before a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the display synchronized to a song. Every sequence corresponded to particular chords, producing the feel of an authentic live show.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable series that had a remarkable impact on numerous of the artists featured, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and we were fairly certain it would fail. However, when the game became a hit, album purchases and radio play increased, everyone wanted to be in.”
He continues: “One of the amazing things was how many parents got in touch expressing gratitude for exposing their kids to the music they adored. It became a multigenerational phenomenon.”
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls how the series revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Typically this had been seen as outdated material, however once it got featured on the game and teenagers discovered it, abruptly it became trendy. This validated the genre, and got rid of the outdated label. It provided all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased stateside, meaning the game served as a primary platform of discovery for the group as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It moved well over half a million units in its first week, while demand for their songs rose significantly during an era as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult enough on expert mode, let alone played at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it risked overshadow everything else accomplishments. Last year, the track was used in promotional material for a major film. “In the past I thought differently, but now I accept it,” Li says. “If you only hear a single track, that's fine – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
The best promotion, be it for automobiles, apparel or games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the creators believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments were released over a mere five-year period from 2005 to 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have maintained the scene active, with expectations of something from the founders on the way. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games could be similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”
Elara is a wilderness guide and conservation advocate with over a decade of experience exploring remote trails and documenting natural ecosystems.