Marking 20 years after Guitar Hero debuted in North America, providing players everywhere the means to feel like rock legends. Not literally, though you'd be hard-pressed convincing someone who's mastered the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to a song. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
Harmonix had already experimented with rhythm games before partnering with the publisher, later purchased by the gaming giant in 2006. Together, they established the foundations for a surprising massively profitable franchise that had a remarkable influence for many musicians featured, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their children to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls how the series revived older hits back into vogue: “The game offered a bigger, younger audience. Generally this had been considered outdated material, however once it got included in the title young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the outdated tag. It provided our catalog renewed popularity.”
At that time, the band's first record remained not available stateside, so the game served as a primary platform of discovery for the group during their a North American tour supporting the rock giants. “The roadies had on Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their studio albums. It sold well over 500,000 units in its first week, while sales of Aerosmith’s music rose significantly at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. This track is difficult even in expert mode, let alone played at increased tempo and without missing every one of the thousands of cues. The streamer stated it took months of practice of practice.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you ought to use actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour when their hit was featured in the third game, but Li says it made them widely recognized. “I recall the record label calling to tell me that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked overshadow all other the band has done. Recently, the track was used in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority installments came out over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have kept the scene active, and there’s set to be a new product from the original publisher in development. A new studio has entered work on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to persist with new generations.”