It has been 20 years after the legendary game debuted in North America, offering everyday gamers the tools to become rock legends. Not in reality, but try convincing someone who's mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to the music. Every sequence corresponded to specific notes, creating the sensation of a genuine performance.
The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable series that had a significant impact on numerous of the artists included, showcasing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the initial financial challenges of licensing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced every song because the cost was so high,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game became a hit, and record sales airtime were going up, all artists desired to participate.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It became an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series revived classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been considered outdated material, however when it was featured on the game and teenagers were finding it, suddenly it was cool. That legitimised it, eliminating the outdated tag. It provided our catalog renewed popularity.”
At that time, the band's first record was still unreleased in the US, meaning the game was a key medium of discovery for the band during their US tour opening for AC/DC. “The roadies were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band more money than any of their records. It moved well over 500,000 copies upon release, while sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. They stated it took months of practice of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run before their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that we were records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it threatened to overshadow all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best promotion, whether it’s for cars, apparel or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a short-lived revival several years later.
Games such as the fan project and newer releases have kept the community active, with expectations of something from the founders on the way. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry following the classic?
“Our team believed those games could be like Madden where you can update every year,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”