Marking two decades after the legendary game first launched across the Atlantic, providing players everywhere the opportunity to feel like rock legends. Not literally, but try convincing anyone who has nailed the epic four-minute guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the screen synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of an authentic live show.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, which was acquired by Activision in 2006. Together, they established the groundwork for an unlikely massively profitable franchise that had a significant impact for many musicians included, showcasing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero took off, and record sales and radio play were going up, all artists desired to participate.”
He continues: “One of the amazing things was how many parents reached out expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought older hits to the forefront: “The game provided a bigger, younger audience. Generally such music was considered music that was past it, however when it was featured on the title young people were finding it, abruptly it was cool. That legitimised it, and got rid of the outdated label. It gave our catalog a new life.”
In 2008, the band's first record remained unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group during their US tour opening for the rock giants. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles Enduring Impact
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It moved well over half a million copies upon release, while demand for their songs rose of up to 40% at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. The song is difficult even in expert mode, not to mention performed at double speed and without missing a single one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with other games, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I recall our distributors informing us that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it risked overshadow everything else accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. From day one, the creators felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.
Titles such as the fan project and newer releases have kept the scene active, with set to be something from the founders on the way. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”