It has been two decades since Guitar Hero first launched across the Atlantic, giving players everywhere the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered the epic four-minute instrumental break in front of a packed crowd of friends.
Created by the developers, the game gave players a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Each riff corresponded to particular chords, creating the feel of a genuine performance.
The studio had already experimented with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Together, they established the foundations for a surprising massively profitable series that had a significant impact on numerous musicians included, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles in securing the recordings – even though the first two games mostly used cover versions.
“We reproduced all the music because the cost prohibitive,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game became a hit, album purchases airtime increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their children to the music they loved. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish group one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits back into vogue: “The game offered a larger, new demographic. Typically this had been seen as outdated material, but then when it was featured on the game young people discovered it, abruptly it was cool. This validated the genre, eliminating the outdated label. It provided our catalog a new life.”
At that time, the Answer’s debut album was still not available stateside, so the game served as a primary platform for exposure for the band during their a North American tour supporting the rock giants. “Their crew had on the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It sold more than 500,000 units in its first week, while sales of their songs rose significantly during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. This track is difficult enough on expert mode, let alone performed at double speed while hitting a single one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run before their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else the band has done. Last year, the song featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best promotion, be it for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the co-founders believed humans have a natural urge to create songs, and their goal was to use technology to allow people to do it”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Titles like Clone Hero and Fortnite Festival have kept the scene active, and there’s set to be a new product from the founders on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“Our team believed those games could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”