It has been two decades since the legendary game debuted across the Atlantic, giving everyday gamers the tools to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's nailed the epic lengthy guitar solo in front of a packed living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Each riff mimicked particular chords, producing the sensation of an authentic performance.
The studio previously tried its hand in the music genre before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the foundations for an unlikely massively profitable franchise which made a significant impact for many musicians included, showcasing classic groups to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. 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 became a hit, album purchases airtime increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Typically such music was considered outdated material, however when it was included in the game and teenagers were finding it, suddenly it became trendy. This validated it, and got rid of the outdated label. It provided all our music renewed popularity.”
In 2008, the Answer’s first record was still not available in the US, so Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the group greater revenue compared to their studio albums. It sold more than 500,000 units in its first week, and sales of their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series still motivates quick-handed dedication within the community. Recently, a streamer completed a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. The song is challenging enough on the hardest setting, let alone played at double speed and without missing every one of its near 4,000 notes. They claimed requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up a real gun and enlist,” says musician Herman Li.
DragonForce had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it threatened to eclipsing all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the community active, and there’s expectations of something from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought those games might become like Madden allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”