It has been two decades since Guitar Hero first launched in North America, providing everyday gamers the opportunity to feel like a rock star. Not literally, but try telling that someone who has nailed the epic lengthy instrumental break before an enthusiastic living-room audience.
Developed by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Every sequence mimicked particular chords, producing the feel of a genuine live show.
Harmonix had already tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable series that had a significant influence on numerous of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero took off, and record sales airtime increased, all artists desired to be in.”
He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they loved. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been seen as music that was past it, however when it was included in the title and teenagers discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated label. It gave our catalog renewed popularity.”
At that time, the band's first record was still unreleased in the US, so Guitar Hero was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It moved well over 500,000 copies upon release, while demand for their songs saw an increase of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. The song is challenging even in the hardest setting, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring nine months of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and enlist,” says musician the artist.
DragonForce had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that our selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Last year, the track featured in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, be it for cars, clothes or games, extends beyond mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Titles such as the fan project and newer releases have maintained the scene alive, with set to be a new product from the original publisher on the way. A new studio has begun production on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“We thought such titles could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”