It has been two decades since the legendary game debuted across the Atlantic, giving players everywhere the means to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to the music. Each riff mimicked specific notes, producing the sensation of a genuine live show.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable series that had a remarkable impact for many musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song because the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, album purchases and radio play were going up, everyone wanted to be in.”
He continues: “One of the remarkable aspects was how many parents reached out and thanked us for exposing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Typically such music was considered outdated material, but then when it was featured on the title and teenagers were finding it, abruptly it was cool. This validated it, and got rid of the outdated label. It provided all our music renewed popularity.”
In 2008, the band's debut album was still not available in the US, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “The roadies were playing the song during travel, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It sold well over 500,000 copies upon release, while sales of their songs saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult even in the hardest setting, let alone played at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors calling to tell me that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing all other the band has done. Last year, the track featured in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to participate”.
Most installments came out in just a half-decade from 2005 to 2010, featuring derivative titles like the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival in 2015.
Titles like the fan project and newer releases have maintained the community active, with expectations of something from the original publisher on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”