Marking 20 years after the legendary game debuted across the Atlantic, offering players everywhere the means to become rock legends. Not in reality, but try convincing anyone who has nailed the epic lengthy guitar solo in front of an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to a song. Every sequence mimicked specific notes, producing the sensation of an authentic live show.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising billion-dollar franchise that had a significant influence for many musicians included, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero took off, and record sales airtime were going up, all artists desired to be in.”
He continues: “One of the amazing things was how many parents reached out and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game brought classic rock back into vogue: “The game offered a bigger, new demographic. Generally such music was considered outdated material, but then once it got included in the game young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the outdated label. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained not available stateside, so the game served as a primary platform for exposure for the group during their US tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group more money compared to their records. It sold more than half a million units upon release, and sales of Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging even in expert mode, let alone performed at double speed while hitting a single one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run when Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to overshadow everything else accomplishments. Recently, the track was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, be it for automobiles, apparel or games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the co-founders believed humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to do it”.
The majority installments came out over a mere half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Titles like the fan project and Fortnite Festival have maintained the community active, with expectations of something from the original publisher on the way. Recently formed developers has entered work on their first music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“We thought such titles might become like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”