It has been two decades after Guitar Hero first launched in North America, providing players everywhere the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to the music. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
Harmonix had already tried its hand in the music genre before partnering with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable franchise that had a significant influence on numerous musicians included, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. However, when the game took off, album purchases airtime increased, all artists desired to participate.”
He adds: “Among the amazing things was the number of parents reached out and thanked us for exposing their children to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Generally this had been seen as music that was past it, but then once it got included in the title young people discovered it, abruptly it was cool. That legitimised the genre, eliminating the outdated label. It provided all our music a new life.”
At that time, the band's debut album remained not available in the US, meaning Guitar Hero served as a primary platform for exposure for the band during their a North American tour supporting the rock giants. “Their crew had on Never Too Late during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group more money compared to their records. It moved more than half a million copies upon release, and demand for Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by 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 the hardest setting, not to mention played at double speed and without missing every one of its near 4,000 notes. They stated it took nine months to accomplish.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you ought to pick up a real gun and enlist,” says musician the artist.
The band had already completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing all other accomplishments. Recently, the track 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 hear one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best marketing, whether it’s for cars, clothes or games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most installments came out in just a five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Titles like Clone Hero and Fortnite Festival have kept the scene active, and there’s expectations of something from the founders in development. Recently formed developers has begun production on their first music game. The initial creators are participating in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed such titles could be like Madden where you can update every year,” he remarks. “With abundant new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”