It has been two decades since Guitar Hero hit the market in North America, providing players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute guitar solo in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to a song. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.
The studio previously tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar series which made a remarkable influence on numerous of the artists featured, showcasing classic groups to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We rerecorded every song because the cost prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game took off, and record sales airtime increased, all artists desired to participate.”
He continues: “One of the amazing things was how many mothers and fathers reached out and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought older hits to the forefront: “Guitar Hero provided a larger, younger audience. Typically this had been considered outdated material, however when it was included in the game and teenagers were finding it, suddenly it was cool. This validated the genre, eliminating the outdated tag. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained not available in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and related stories, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the group more money compared to their studio albums. It sold more than half a million units upon release, while demand for Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
The series still motivates nimble-fingered dedication within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is difficult enough on expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label informing us that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it threatened to eclipsing all other accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
The best promotion, be it for automobiles, apparel or video games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have kept the scene active, with expectations of a new product from the founders on the way. A new studio has begun work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”