Marking 20 years since Guitar Hero first launched in North America, providing everyday gamers the tools to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy instrumental break before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Every sequence corresponded to specific notes, producing the feel of a genuine performance.
The studio had already experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise which made a significant influence on numerous musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced the project would flop. But once the game took off, and record sales and radio play increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game revived classic rock back into vogue: “The game offered a bigger, younger audience. Generally such music was seen as music that was past it, but then when it was included in the title young people were finding it, abruptly it became trendy. That legitimised it, and got rid of the outdated label. It gave our catalog a new life.”
In 2008, the band's debut album was still not available in the US, meaning the game was a key medium of discovery for the group as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their records. It moved well over half a million copies upon release, while sales of their songs saw an increase significantly during an era as the industry was already collapsing.
The series continues to inspire quick-handed dedication within the community. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. The song is challenging enough on the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They claimed requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I remember the record label informing us that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow everything else accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – each person has their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to participate”.
The majority installments were released over a mere half-decade from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Titles such as Clone Hero and newer releases have maintained the scene active, and there’s expectations of something from the founders on the way. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“We thought such titles could be like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”