It has been 20 years after the legendary game hit the market across the Atlantic, providing players everywhere the means to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who's nailed Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to a song. Every sequence mimicked particular chords, producing the sensation of an authentic performance.
Harmonix had already experimented in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable series that had a remarkable influence on numerous of the artists included, showcasing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the recordings – even though initial releases mostly used cover versions.
“We reproduced every song because the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when the game took off, and record sales and radio play were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many parents reached out and thanked us for introducing their children to the songs they loved. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls the way the game brought classic rock to the forefront: “The game offered a larger, new demographic. Typically this had been considered outdated material, but then when it was featured on the game young people discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the band's first record was still not available stateside, so Guitar Hero served as a primary platform for exposure for the group during their a North American tour opening for the rock giants. “The roadies were playing the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the band more money compared to their records. It sold more than half a million copies in its first week, and demand for their songs rose of up to 40% at a time as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. This track is difficult enough on expert mode, not to mention played at double speed and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and go to war,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before their hit appeared in the third game, yet he explains it made them a household name. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing all other accomplishments. Last year, the track featured in a trailer for a major film. “In the past I thought 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 path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best promotion, whether it’s for cars, clothes or games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to do it”.
The majority installments were released over a mere five-year period between 2005 and 2010, including spin-offs like the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Games such as Clone Hero and newer releases have kept the community alive, with expectations of something from the original publisher in development. A new studio has entered production on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“We thought those games could be similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue with new generations.”