Marking 20 years after the legendary game debuted across the Atlantic, offering players everywhere the opportunity to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who has nailed the epic lengthy instrumental break before a packed crowd of friends.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to a song. Every sequence mimicked specific notes, creating the sensation of an authentic live show.
The studio previously experimented with rhythm games before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series that had a significant impact on numerous of the artists included, introducing classic groups to millions of younger players.
A former executive, former COO of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, album purchases and radio play increased, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their kids to the songs they adored. It became a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought classic rock back into vogue: “The game offered a bigger, younger audience. Typically such music was considered music that was past it, however when it was featured on the title and teenagers were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the Answer’s first record was still not available in the US, so the game served as a primary platform of discovery for the group during their a North American tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue than any of their studio albums. It moved well over 500,000 units in its first week, and sales of Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is difficult even in expert mode, let alone performed at double speed and without missing every one of the thousands of cues. They stated it took nine months to accomplish.
“The game offers a, imaginary experience. Just as with other games, it doesn't imply you should use a real gun and go to war,” says musician Herman Li.
The band previously completed a profitable run when their hit was featured in the third game, but Li says it made them widely recognized. “I recall our distributors calling to tell me that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before top acts at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing everything else 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,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best promotion, whether it’s for cars, apparel or video games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the scene active, with set to be a new product from the original publisher in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought such titles could be like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain hopeful. There’s no reason for it to continue for future fans.”