Marking two decades since Guitar Hero hit the market in North America, giving players everywhere the tools to become rock legends. Not literally, but try convincing anyone who has mastered the epic four-minute guitar solo before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to the music. Each riff mimicked specific notes, producing the sensation of an authentic performance.
Harmonix previously experimented in the music genre before partnering with the publisher, later acquired by Activision in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar franchise that had a significant impact for many of the artists featured, showcasing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We rerecorded all the music because the cost was so high,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, and record sales airtime increased, all artists desired to be in.”
He adds: “One of the amazing things was the number of parents reached out and thanked us for introducing their kids to the music they adored. It became a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Typically this had been considered outdated material, however once it got included in the title young people were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the band's debut album was still not available stateside, meaning Guitar Hero served as a primary platform for exposure for the band during their a North American tour supporting AC/DC. “The roadies were playing the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names soon took advantage of the game's success, 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. In the case of, the Aerosmith edition, it was said to have made the group more money compared to their studio albums. It sold well over half a million units upon release, while sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.
The series continues to inspire nimble-fingered dedication within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. The song is challenging even in expert mode, let alone performed at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up a real gun and go to war,” says musician Herman Li.
The band previously wrapped up a profitable run when Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I recall our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked overshadow all other accomplishments. Last year, the track featured in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear a single track, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Games like Clone Hero and Fortnite Festival have maintained the community alive, with set to be a new product from the founders in development. A new studio has entered production on its debut music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”