It has been two decades since Guitar Hero first launched in North America, providing players everywhere the opportunity to become rock legends. Figuratively speaking, but try convincing someone who's nailed Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display synchronized to the music. Each riff mimicked particular chords, creating the feel of an authentic live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise which made a significant impact on numerous musicians featured, showcasing decades-old bands to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the early budgetary hurdles of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the cost was so high,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero took off, album purchases and radio play increased, all artists desired to participate.”
He continues: “One of the remarkable aspects was the number of parents reached out and thanked us for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game brought classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Generally this had been considered outdated material, however once it got featured on the title young people discovered it, suddenly it was cool. This validated it, eliminating the outdated tag. It gave our catalog renewed popularity.”
In 2008, the band's debut album was still unreleased stateside, meaning the game served as a primary platform of discovery for the band as they went on a North American tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their studio albums. It sold more than 500,000 units upon release, while demand for their songs rose significantly at a time as the industry faced decline.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging even in expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band previously completed a successful tour before Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I recall the record label informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it risked overshadow all other accomplishments. Last year, the song was used in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, be it for automobiles, clothes or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. From day one, the creators felt that humans have a natural human desire to make music, and they wanted to use technology to allow people to do it”.
Most installments were released over a mere five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Titles such as Clone Hero and newer releases have maintained the community active, and there’s set to be something from the original publisher on the way. A new studio has begun production on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game following the classic?
“Our team believed such titles could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to continue for future fans.”