It has been two decades since Guitar Hero first launched in North America, offering everyday gamers the opportunity to feel like a rock star. Not literally, but try convincing someone who's nailed the epic four-minute instrumental break in front of a packed living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to the music. Each riff corresponded to particular chords, creating the feel of an authentic performance.
Harmonix previously experimented with rhythm games before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise which made a significant influence on numerous of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the recordings – even though the first two games mostly used cover versions.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game took off, album purchases airtime increased, everyone wanted to be in.”
He continues: “One of the amazing things was the number of parents got in touch and thanked us for exposing their children to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Lead musician the artist remembers how the series brought older hits to the forefront: “Guitar Hero provided a larger, younger audience. Typically such music was seen as outdated material, however when it was included in the title young people were finding it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”
At that time, the band's first record was still not available stateside, meaning the game served as a primary platform of discovery for the band during their US tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their studio albums. It sold more than 500,000 units upon release, while demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is difficult enough on the hardest setting, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use actual weapons and enlist,” notes DragonForce guitarist the artist.
The band previously wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing all other the band has done. Recently, the track was used in a trailer for a major film. “Previously I thought otherwise, but now I accept it,” Li says. “If you only listen to a single track, that's fine – each person has a unique path in music and I’m glad we played a role of people’s lives”.
Enduring Impact of a Iconic Controller
The best marketing, whether it’s for cars, apparel or games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to allow people to do it”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Games like Clone Hero and newer releases have maintained the scene active, with expectations of something from the original publisher in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed those games might become like Madden where you can update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”