It has been 20 years after Guitar Hero first launched in North America, providing players everywhere the means to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked particular chords, producing the sensation of an authentic performance.
Harmonix had already experimented with rhythm games before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely billion-dollar series that had a significant impact for many of the artists featured, showcasing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game became a hit, and record sales airtime were going up, everyone wanted to participate.”
He adds: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the music they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series brought classic rock to the forefront: “The game provided a larger, new demographic. Typically such music was considered music that was past it, but then once it got included in the game and teenagers were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It gave all our music a new life.”
At that time, the Answer’s first record remained unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “Their crew were playing the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their records. It moved more than 500,000 copies in its first week, and demand for their songs rose of up to 40% during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. The song is difficult enough on the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” says musician the artist.
DragonForce had already wrapped up a successful tour before their hit appeared in the third game, yet he explains it made them a household name. “I remember our distributors informing us that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow everything else accomplishments. Last year, the track was used in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a brief comeback several years later.
Games such as the fan project and Fortnite Festival have maintained the scene alive, with expectations of a new product from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist with new generations.”