Marking two decades after the legendary game hit the market in North America, providing everyday gamers the opportunity to become rock legends. Not literally, but try convincing someone who has nailed 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 coloured notes moving along the screen in time with the music. Each riff corresponded to specific notes, producing the sensation of an authentic performance.
The studio had already experimented with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise that had a significant impact on numerous of the artists featured, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many parents reached out expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “The game provided a bigger, younger audience. Generally such music was seen as music that was past it, but then once it got featured on the title young people discovered it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the band's first record was still not available stateside, meaning Guitar Hero served as a primary platform for exposure for the group during their a North American tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group greater revenue than any of their records. It moved well over half a million copies in its first week, while sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. The song is challenging even in expert mode, let alone played at double speed and without missing a single one of the thousands of cues. They claimed it took nine months of practice.
“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band previously completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I recall our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it risked overshadow everything else the band has done. Recently, the song featured in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best marketing, be it for cars, clothes or games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.
Most installments were released in just a half-decade from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, except for a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have kept the community active, and there’s set to be something from the original publisher on the way. Recently formed developers has entered production on its debut music game. Original co-founders are both involved as special advisers. 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 releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”