It has been two decades after the legendary game hit the market across the Atlantic, offering players everywhere the means to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute instrumental break in front of a packed crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match coloured notes moving along the display synchronized to a song. Each riff corresponded to specific notes, creating the sensation of an authentic performance.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Together, they established the groundwork for a surprising billion-dollar series which made a significant impact on numerous of the artists featured, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded every song since the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero took off, and record sales airtime were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many parents reached out expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, but then once it got featured on the game young people were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It provided all our music a new life.”
At that time, the band's first record was still unreleased stateside, so Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for AC/DC. “Their crew were playing the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their records. It sold more than half a million units upon release, and demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging enough on expert mode, not to mention performed at increased tempo while hitting every one of the thousands of cues. They stated it took nine months to accomplish.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band had already completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it risked overshadow everything else accomplishments. Last year, the song featured in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
The best promotion, whether it’s for cars, apparel or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to use technology to allow people to do it”.
The majority installments were released over a mere five-year period from 2005 to 2010, including derivative titles such as DJ Hero, including 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 Clone Hero and newer releases have kept the community alive, with expectations of something from the original publisher in development. Recently formed developers has entered work on its debut music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed those games might become like Madden where you can releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”