It has been two decades after the legendary game first launched across the Atlantic, giving everyday gamers the means to feel like rock legends. Figuratively speaking, but try telling that someone who's nailed the epic four-minute instrumental break in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to specific notes, creating the feel of an authentic performance.
Harmonix had already experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable series that had a remarkable impact for many musicians featured, introducing decades-old bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded every song since the cost prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once Guitar Hero became a hit, and record sales and radio play increased, all artists desired to be in.”
He adds: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish group the Answer included Never Too Late in the 2008 release the popular installment. Guitarist the artist remembers how the series brought older hits back into vogue: “The game provided a bigger, younger audience. Typically such music was considered music that was past it, however when it was featured on the title and teenagers were finding it, abruptly it was cool. That legitimised it, and got rid of the outdated label. It gave all our music renewed popularity.”
In 2008, the band's debut album was still not available in the US, meaning Guitar Hero was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Major Band Titles and Lasting Impact
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their records. It sold well over half a million copies upon release, and sales of their songs rose significantly during an era as the industry faced decline.
The series continues to inspire quick-handed dedication among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. The song is difficult even in the hardest setting, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes musician the artist.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I remember the record label informing us that our records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked overshadow everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best promotion, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to do it”.
The majority installments came out over a mere half-decade from 2005 to 2010, including derivative titles like DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Titles like the fan project and newer releases have kept the scene alive, with expectations of a new product from the original publisher in development. A new studio has entered production on its debut music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”