It has been two decades since the legendary game first launched in North America, providing players everywhere the tools to feel like a rock star. Not in reality, but try telling that someone who has mastered the epic lengthy instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of an authentic live show.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later purchased by Activision in 2006. Together, they laid the foundations for a surprising billion-dollar franchise that had a significant influence on numerous of the artists featured, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music because the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when the game became a hit, and record sales airtime increased, all artists desired to be in.”
He adds: “One of the remarkable aspects was the number of parents reached out expressing gratitude for introducing their kids to the songs they adored. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Generally such music was considered outdated material, however when it was featured on the title and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It provided our catalog renewed popularity.”
At that time, the Answer’s debut album remained not available stateside, so the game served as a primary platform for exposure for the band during their US tour opening for the rock giants. “The roadies had on Never Too Late during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their studio albums. It sold more than half a million units upon release, while sales of Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.
The series still motivates nimble-fingered dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging enough on expert mode, let alone played at double speed and without missing a single one of the thousands of cues. They claimed requiring months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should use actual weapons and go to war,” says musician Herman Li.
The band had already completed a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he says. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it has threatened to overshadow all other accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, it’s totally cool – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or video games, goes further than selling something – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the co-founders believed humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback several years later.
Titles like the fan project and newer releases have kept the community alive, and there’s set to be something from the founders on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles could be like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason for it to continue for future fans.”