It has been 20 years after the legendary game first launched in North America, providing everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by Activision in 2006. Together, they laid the groundwork for a surprising billion-dollar series which made a significant impact on numerous of the artists featured, introducing classic bands to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music since the dollar figure was so high,” he says. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases airtime were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Lead musician the artist recalls the way the game brought older hits to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been seen as outdated material, however once it got included in the title and teenagers were finding it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It provided our catalog a new life.”
In 2008, the band's debut album was still unreleased stateside, meaning Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for the rock giants. “Their crew were playing the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their studio albums. It moved more than 500,000 units upon release, while demand for Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. The song is challenging enough on expert mode, not to mention played at increased tempo while hitting a single one of the thousands of cues. They claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should use a real gun and enlist,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it threatened to overshadow all other the band has done. Last year, the track featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just hear a single track, that's fine – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.
Games like the fan project and newer releases have maintained the scene alive, and there’s expectations of a new product from the founders in development. Recently formed developers has entered work on their first music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought those games could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”