Marking 20 years since the legendary game debuted in North America, giving players everywhere the opportunity to feel like a rock star. Not literally, but try convincing someone who has mastered the epic four-minute instrumental break in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Each riff corresponded to specific notes, producing the feel of a genuine performance.
The studio had already experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable series which made a remarkable influence for many of the artists included, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded every song since the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game brought classic rock back into vogue: “The game provided a bigger, new demographic. Generally such music was considered outdated material, but then once it got featured on the title and teenagers discovered it, suddenly it became trendy. This validated it, and got rid of the outdated label. It gave all our music a new life.”
In 2008, the Answer’s debut album remained unreleased stateside, so the game served as a primary platform for exposure for the band during their a North American tour opening for the rock giants. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and related lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It moved well over 500,000 copies upon release, and sales of Aerosmith’s music rose significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is difficult even in expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should use a real gun and go to war,” says musician Herman Li.
The band had already completed a profitable run when Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I remember 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 top acts 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. Recently, the track featured in a trailer for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, be it for automobiles, apparel or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators believed humans have a natural human desire to create songs, and they wanted to use technology to allow people to do it”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a brief comeback several years later.
Titles such as the fan project and newer releases have maintained the community alive, with set to be a new product from the original publisher on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“Our team believed those games could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”