Marking 20 years since the legendary game debuted across the Atlantic, offering players everywhere the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who's mastered the epic lengthy guitar solo before a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to a song. Every sequence corresponded to particular chords, producing the sensation of an authentic performance.
Harmonix previously experimented with rhythm games before partnering with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar series that had a significant influence for many of the artists included, introducing decades-old groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game became a hit, album purchases airtime were going up, everyone wanted to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Generally this had been seen as music that was past it, but then when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the band's first record remained not available stateside, meaning Guitar Hero was a key medium of discovery for the group as they went on US tour opening for the rock giants. “The roadies had on the song during travel, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It moved well over half a million units in its first week, while demand for Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. The song is challenging enough on the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour when their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it threatened to overshadow all other accomplishments. Recently, the song was used in promotional material for a major film. “In the past I thought differently, 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 pleased we’ve been part in fans' experiences”.
Enduring Impact of a Iconic Controller
The best marketing, whether it’s for cars, clothes or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators felt that humans have a natural human desire to make music, and their goal was to use technology to allow people to do it”.
Most installments were released in just a half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have kept the community active, and there’s set to be something from the founders in development. Recently formed developers has entered production on their first music game. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game following the classic?
“Our team believed such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason for it to persist for future fans.”