It has been 20 years since the legendary game hit the market across the Atlantic, giving everyday gamers the opportunity to feel like rock legends. Figuratively speaking, but try convincing anyone who has mastered the epic lengthy instrumental break before a packed crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to the music. Each riff mimicked specific notes, producing the sensation of a genuine performance.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they established the groundwork for a surprising billion-dollar franchise which made a remarkable impact on numerous of the artists included, introducing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song since the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game became a hit, and record sales airtime were going up, all artists desired to participate.”
He continues: “One of the amazing things was the number of parents reached out and thanked us for exposing their kids to the music they loved. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls how the series brought classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Generally this had been seen as music that was past it, but then once it got included in the game young people were finding it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It gave all our music renewed popularity.”
In 2008, the Answer’s debut album remained unreleased stateside, so the game served as a primary platform 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 several recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their records. It moved more than half a million units upon release, while sales of Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. This track is difficult even in the hardest setting, let alone performed at double speed and without missing every one of the thousands of cues. They claimed it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should pick up actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured in the third game, 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. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to use technology to allow people to participate”.
Most installments were released in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Titles such as the fan project and newer releases have kept the scene alive, with expectations of something from the founders in development. A new studio has begun work on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason for it to continue with new generations.”