Marking 20 years after the legendary game first launched in North America, providing players everywhere the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who's mastered the epic lengthy guitar solo before a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Each riff corresponded to particular chords, creating the feel of a genuine performance.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar series which made a remarkable impact for many of the artists included, introducing decades-old bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced every song because the dollar figure was so high,” he says. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get bands like 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 increased, all artists desired to be in.”
He adds: “One of the amazing things was the number of parents reached out and thanked us for exposing their kids to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been considered outdated material, however once it got featured on the title and teenagers discovered it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It provided all our music a new life.”
At that time, the band's debut album remained unreleased stateside, so Guitar Hero served as a primary platform for exposure for the band as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group greater revenue than any of their records. It moved well over half a million copies upon release, and demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. This track is difficult enough on the hardest setting, not to mention played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.
“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes musician Herman Li.
DragonForce had already completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow everything else accomplishments. Recently, the track was used in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the creators believed humans have a natural urge to make music, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Games such as the fan project and Fortnite Festival have kept the scene active, with expectations of something from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become like Madden allowing annual releases,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to persist with new generations.”