It has been 20 years since the legendary game first launched across the Atlantic, providing players everywhere the tools to become rock legends. Figuratively speaking, but try convincing someone who has nailed Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Every sequence corresponded to particular chords, creating the feel of an authentic live show.
The studio had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable series which made a remarkable influence for many of the artists included, showcasing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “Among the amazing things was how many parents reached out and thanked us for introducing their kids to the songs they loved. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Irish group one featured act included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived older hits back into vogue: “The game provided a larger, younger audience. Generally this had been seen as outdated material, but then when it was included in the game young people discovered it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
At that time, the Answer’s first record remained not available stateside, so Guitar Hero was a key medium of discovery for the group during their a North American tour opening for AC/DC. “Their crew were playing the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money than any of their records. It sold more than half a million copies upon release, while demand for their songs rose significantly during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. This track is difficult even in the hardest setting, let alone played at double speed while hitting a single one of the thousands of cues. They claimed requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you should use a real gun and enlist,” says musician Herman Li.
DragonForce had already completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing all other accomplishments. Recently, the song featured in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, be it for automobiles, clothes or games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Games like the fan project and Fortnite Festival have kept the scene active, and there’s expectations of a new product from the founders on the way. A new studio has entered work on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry following the classic?
“We thought those games could be similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”