Marking 20 years after the legendary game first launched in North America, offering everyday gamers the means to become rock legends. Not literally, though you'd be hard-pressed telling that someone who has nailed the epic lengthy instrumental break before an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with a song. Every sequence corresponded to specific notes, creating the sensation of an authentic live show.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, later acquired by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar series which made a significant impact for many of the artists featured, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he says. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game took off, album purchases airtime were going up, all artists desired to be in.”
He continues: “One of the amazing things was the number of parents got in touch and thanked us for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Typically such music was seen as outdated material, but then when it was included in the title and teenagers discovered it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, so the game served as a primary platform for exposure for the group during their US tour opening for AC/DC. “The roadies had on the song during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Impact
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group greater revenue than any of their studio albums. It sold more than 500,000 units upon release, while demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire quick-handed dedication within the community. Recently, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. They claimed it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
The band had already completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label informing us that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing just before top acts at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else the band has done. Recently, the track was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, be it for cars, apparel or games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a brief comeback several years later.
Games like the fan project and Fortnite Festival have kept the scene active, with set to be something from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“Our team believed those games could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”