Marking 20 years after the legendary game debuted across the Atlantic, providing players everywhere the means to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who has mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to the music. Each riff mimicked specific notes, producing the sensation of a genuine performance.
Harmonix previously experimented with rhythm games before partnering with the publisher, which was purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise that had a significant influence for many of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he says. “Despite having the publishing rights alone, it proved 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 were going up, all artists desired to be in.”
He adds: “Among the amazing things was how many parents reached out expressing gratitude for exposing their children to the songs they loved. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “The game offered a bigger, younger audience. Generally such music was seen as music that was past it, but then when it was featured on the game and teenagers were finding it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”
At that time, the band's first record remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour supporting the rock giants. “Their crew were playing the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Impact
Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money than any of their studio albums. It sold well over half a million copies in its first week, while demand for their songs saw an increase significantly during an era as the industry was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. The song is difficult enough on expert mode, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They claimed requiring nine months of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour before their hit was featured in the third game, but Li says it made them a household name. “I remember our distributors calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best marketing, be it for cars, apparel or video games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” 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 make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority installments came out over a mere five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Games like the fan project and newer releases have kept the scene alive, and there’s expectations of a new product from the original publisher in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought such titles could be similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”