It has been two decades since the legendary game hit the market in North America, providing players everywhere the tools to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who has nailed the epic lengthy guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with the music. Each riff mimicked particular chords, producing the feel of a genuine performance.
Harmonix previously experimented with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable series which made a significant influence for many musicians included, introducing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. But once the game took off, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “Among the amazing things was how many parents reached out expressing gratitude for exposing their kids to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero provided a larger, younger audience. Typically this had been seen as music that was past it, however once it got featured on the title young people were finding it, suddenly it became trendy. This validated it, and got rid of the outdated tag. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the group during their US tour opening for the rock giants. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money compared to their studio albums. It moved more than 500,000 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 quick-handed fanaticism within the community. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. This track is difficult enough on the hardest setting, let alone performed at double speed while hitting a single one of its near 4,000 notes. They claimed it took months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician the artist.
DragonForce had already wrapped up a successful tour before their hit was featured in the third game, yet he explains it made them a household name. “I recall the record label calling to tell me that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “If you only hear a single track, that's fine – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best promotion, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of being 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 leverage innovation to allow people to do it”.
Most installments came out in just a half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Games like the fan project and newer releases have kept the scene alive, with expectations of something from the original publisher on the way. A new studio has begun production on their first music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to persist for future fans.”