It has been 20 years after the legendary game hit the market in North America, offering everyday gamers the tools to become a rock star. Figuratively speaking, but try telling that someone who's mastered the epic four-minute instrumental break in front of a packed living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the display in time with a song. Each riff corresponded to specific notes, producing the sensation of an authentic performance.
Harmonix had already experimented in the music genre before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they established the foundations for an unlikely massively profitable franchise that had a remarkable impact on numerous of the artists featured, showcasing classic groups to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the recordings – even though the first two games mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their kids to the songs they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer had their track on the 2008 game the popular installment. Lead musician the artist recalls how the series brought classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Generally such music was considered music that was past it, but then once it got featured on the title young people were finding it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the Answer’s debut album was still not available stateside, meaning the game served as a primary platform for exposure for the band during their US tour opening for AC/DC. “The roadies had on the song during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their records. It sold more than half a million copies upon release, while sales of Aerosmith’s music saw an increase significantly during an era as the industry faced decline.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. This track is challenging enough on the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. They stated it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should use actual weapons and go to war,” notes musician the artist.
The band had already wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors informing us that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it risked eclipsing all other the band has done. Recently, the track was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best promotion, be it for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to do it”.
Most installments came out in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have kept the community active, with set to be something from the founders in development. A new studio has begun work on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome another game following the classic?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “With abundant new music that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”