Marking 20 years after the legendary game first launched across the Atlantic, offering everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who's nailed the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the display synchronized to the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
The studio had already tried its hand in the music genre before partnering with the publisher, later purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising massively profitable franchise which made a remarkable influence on numerous musicians included, introducing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, album purchases airtime increased, all artists desired to be in.”
He adds: “Among the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the songs they adored. It became a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game brought older hits back into vogue: “The game provided a larger, younger audience. Typically this had been considered outdated material, however when it was featured on the title young people discovered it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the band's first record remained not available in the US, so the game served as a primary platform of discovery for the group as they went on US tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their studio albums. It sold more than 500,000 copies in its first week, and sales of their songs saw an increase significantly during an era as the industry was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. This track is challenging even in the hardest setting, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes musician Herman Li.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it risked overshadow everything else accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, be it for cars, apparel or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural urge to create songs, and they wanted to use technology to enable everyone to do it”.
Most installments were released in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have maintained the community alive, and there’s set to be something from the original publisher on the way. Recently formed developers has entered production on their first music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game following the classic?
“Our team believed such titles might become like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”