It has been 20 years since Guitar Hero debuted across the Atlantic, giving everyday gamers the tools to feel like rock legends. Figuratively speaking, but try convincing someone who's nailed the epic lengthy guitar solo before an enthusiastic living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Every sequence corresponded to particular chords, producing the sensation of an authentic live show.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable franchise that had a significant influence for many musicians featured, showcasing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music because the cost was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game became a hit, and record sales and radio play increased, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the music they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically such music was seen as outdated material, but then once it got featured on the game young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the band's first record remained not available stateside, so the game was a key medium for exposure for the band during their a North American tour opening for AC/DC. “Their crew were playing the song on the tour bus, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group greater revenue than any of their studio albums. It sold well over half a million units in its first week, and demand for their songs rose of up to 40% at a time as the industry was already collapsing.
The series still motivates nimble-fingered dedication within the community. Recently, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. The song is challenging even in the hardest setting, not to mention performed at double speed while hitting every one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I remember the record label informing us that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it threatened to eclipsing everything else the band has done. Recently, the track featured in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact from the Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement 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 they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Games like Clone Hero and newer releases have maintained the scene alive, with expectations of something from the original publisher in development. Recently formed developers has begun production on their first music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“We thought those games might become like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”