It has been two decades after the legendary game hit the market in North America, offering everyday gamers the tools to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s lengthy guitar solo before a packed crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to the music. Each riff corresponded to specific notes, producing the feel of an authentic performance.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise which made a remarkable impact on numerous musicians featured, showcasing classic bands to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish group one featured act included Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls the way the game revived classic rock back into vogue: “The game offered a larger, younger audience. Generally this had been seen as music that was past it, however when it was featured on the title and teenagers discovered it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the band's first record remained not available stateside, meaning Guitar Hero was a key medium for exposure for the band during their US tour supporting AC/DC. “Their crew had on the song during travel, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band more money than any of their records. It moved well over 500,000 units in its first week, and demand for their songs saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. This track is difficult even in expert mode, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They claimed requiring nine months of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” says musician the artist.
DragonForce previously wrapped up a successful tour when their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it has risked overshadow everything else accomplishments. Last year, the song featured in promotional material for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, be it for cars, apparel or video games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Games such as Clone Hero and newer releases have maintained the scene active, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games could be similar to sports games where you can update every year,” he remarks. “With abundant new music that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue for future fans.”