Marking two decades after the legendary game first launched across the Atlantic, giving everyday gamers the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who's nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Each riff corresponded to specific notes, creating the feel of a genuine live show.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a significant impact on numerous of the artists featured, showcasing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game became a hit, album purchases airtime were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived older hits to the forefront: “Guitar Hero provided a larger, new demographic. Typically such music was considered music that was past it, however when it was included in the title and teenagers were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the band's first record remained unreleased stateside, so Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for the rock giants. “Their crew were playing the song on the tour bus, and several knew us thanks to the game,” Mahon says.
Major Band Titles and Lasting Impact
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It sold well over 500,000 copies in its first week, and demand for their songs saw an increase significantly during an era as the industry faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. The song is challenging enough on expert mode, not to mention played at double speed and without missing a single one of the thousands of cues. They stated requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” says musician Herman Li.
DragonForce previously completed a profitable run before their hit was featured in the third game, but Li says it made them widely recognized. “I remember the record label informing us that we were selling albums like crazy,” he says. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the song featured in a trailer for a major film. “Previously I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, be it for cars, clothes or games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs like the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Games like the fan project and newer releases have kept the community alive, and there’s set to be a new product from the founders in development. Recently formed developers has entered production on its debut music game. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”