It has been 20 years since the legendary game first launched across the Atlantic, offering everyday gamers the tools to feel like rock legends. Not literally, though you'd be hard-pressed telling that anyone who's nailed the epic lengthy guitar solo before a packed living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Each riff corresponded to particular chords, creating the feel of an authentic live show.
Harmonix had already experimented with rhythm games before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable series that had a remarkable influence on numerous musicians included, introducing classic groups to millions of younger players.
A former executive, former COO from the developer, remembers the initial budgetary hurdles of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play increased, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of parents got in touch and thanked us for exposing their kids to the music they loved. It became a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series brought older hits to the forefront: “The game offered a larger, younger audience. Typically this had been considered music that was past it, however when it was featured on the game young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated label. It gave all our music a new life.”
In 2008, the band's first record was still not available in the US, meaning the game served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “Their crew were playing the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Influence
Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated stories, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the band more money compared to their studio albums. It moved 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.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. The song is challenging even in the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour before their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, the band's visibility via the game was so immense that it threatened to overshadow everything else accomplishments. Last year, the track was used in promotional material for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best promotion, be it for cars, clothes or games, extends beyond than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.
Most installments were released in just a five-year period from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Titles such as the fan project and newer releases have kept the community active, with expectations of something from the original publisher on the way. Recently formed developers has begun production on its debut music game. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought those games might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”