It has been 20 years after the legendary game hit the market across the Atlantic, offering players everywhere the tools to become rock legends. Not literally, but try convincing anyone who's mastered the epic four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to the music. Each riff corresponded to particular chords, producing the sensation of a genuine performance.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar series that had a remarkable influence for many of the artists featured, introducing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the recordings – despite the fact initial releases mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the music they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Typically such music was seen as music that was past it, but then when it was featured on the game and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the outdated label. It gave our catalog renewed popularity.”
At that time, the band's first record was still not available in the US, so the game served as a primary platform for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their records. It moved more than 500,000 units in its first week, while demand for their songs rose of up to 40% at a time as the industry faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. This track is challenging even in the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. They claimed it took nine months to accomplish.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour before their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Last year, the song featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators believed humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.
Games such as the fan project and newer releases have maintained the community active, with expectations of a new product from the founders on the way. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game in the spirit of the classic?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”