It has been two decades since the legendary game hit the market in North America, providing players everywhere the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed the epic lengthy guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display in time with the music. Each riff corresponded to specific notes, creating the sensation of a genuine live show.
Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar series that had a remarkable influence for many of the artists included, showcasing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the songs – despite the fact the first two games primarily featured cover versions.
“We reproduced all the music because the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series brought older hits to the forefront: “Guitar Hero offered a larger, new demographic. Generally such music was seen as music that was past it, however when it was featured on the title and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the Answer’s first record remained not available stateside, so the game served as a primary platform for exposure for the band as they went on US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their studio albums. It moved well over 500,000 units in its first week, and demand for Aerosmith’s music rose significantly during an era when the music business was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. The song is difficult enough on expert mode, not to mention played at increased tempo while hitting a single one of the thousands of cues. They stated it took months of practice of practice.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow everything else accomplishments. Recently, the song was used in a trailer for Despicable Me 4. “Previously 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 path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact from the Iconic Controller
The best promotion, be it for automobiles, apparel or games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to allow people to do it”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a brief comeback in 2015.
Titles such as the fan project and newer releases have maintained the scene alive, and there’s set to be something from the original publisher on the way. A new studio has entered production on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry following the classic?
“Our team believed such titles could be similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”