Marking two decades since Guitar Hero hit the market across the Atlantic, providing players everywhere the tools to feel like rock legends. Not in reality, though you'd be hard-pressed convincing someone who has mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to particular chords, producing the feel of a genuine live show.
The studio had already experimented in the music genre before partnering with RedOctane, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable franchise which made a significant influence on numerous musicians included, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.”
He adds: “One of the amazing things was how many mothers and fathers got in touch and thanked us for introducing their children to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish group the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers 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 once it got featured on the game young people discovered it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the Answer’s first record remained unreleased stateside, so the game was a key medium of discovery for the band during their US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and several knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly to have made the group more money compared to their studio albums. It moved more than half a million copies upon release, while sales of their songs saw an increase significantly during an era as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed dedication within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is difficult enough on the hardest setting, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer stated it took months of practice of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it risked eclipsing everything else accomplishments. Recently, the song was used in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, be it for automobiles, clothes or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders felt that humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.
The majority installments came out in just a five-year period between 2005 and 2010, including spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a brief comeback in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the scene active, and there’s set to be something from the founders on the way. Recently formed developers has entered production on their first music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game following the classic?
“Our team believed such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”