It has been two decades after Guitar Hero hit the market across the Atlantic, giving players everywhere the opportunity to feel like a rock star. Figuratively speaking, but try telling that someone who's mastered Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the display in time with the music. Every sequence mimicked specific notes, producing the sensation of a genuine live show.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series which made a significant impact for many of the artists included, introducing decades-old groups to millions of younger players.
A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We rerecorded every song since the cost prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play increased, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group one featured act had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls 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 once it got featured on the game young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album was still unreleased in the US, so the game was a key medium of discovery for the band as they went on a North American tour supporting AC/DC. “Their crew had on Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band more money compared to their records. It sold more than 500,000 units in its first week, while demand for Aerosmith’s music rose significantly at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult enough on expert mode, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow all other the band has done. Recently, the track featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best promotion, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to do it”.
The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Games like the fan project and newer releases have maintained the community alive, with set to be a new product from the original publisher in development. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”