It has been two decades since the legendary game hit the market across the Atlantic, offering everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's mastered the epic lengthy instrumental break before an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Each riff mimicked specific notes, producing the sensation of an authentic live show.
Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a significant influence for many musicians featured, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, album purchases airtime were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their children to the songs they loved. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish group the Answer had their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought classic rock back into vogue: “The game offered a bigger, new demographic. Generally this had been considered music that was past it, however when it was featured on the game young people discovered it, suddenly it was cool. This validated the genre, eliminating the outdated label. It gave all our music renewed popularity.”
In 2008, the Answer’s debut album was still unreleased in the US, so the game was a key medium for exposure for the group as they went on US tour supporting the rock giants. “Their crew were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group greater revenue than any of their studio albums. It sold well over 500,000 units in its first week, while sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. This track is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says musician Herman Li.
The band had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors informing us that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked eclipsing all other the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best marketing, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the original publisher on the way. A new studio has entered production on their first rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome another game following the classic?
“Our team believed those games could be like Madden allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible for it to continue with new generations.”