It has been 20 years since Guitar Hero hit the market in North America, offering everyday gamers the opportunity to become rock legends. Not in reality, but try convincing someone who has mastered Free Bird’s four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, the game gave players a guitar-shaped controller to match on-screen cues moving along the display in time with a song. Each riff corresponded to particular chords, creating the sensation of an authentic live show.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series that had a significant impact on numerous musicians included, introducing decades-old bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”
He adds: “Among the amazing things was the number of parents got in touch expressing gratitude for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “The game provided a larger, new demographic. Typically this had been seen as outdated material, but then once it got featured on the game and teenagers discovered it, abruptly it was cool. This validated it, and got rid of the outdated tag. It provided all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased in the US, meaning the game was a key medium of discovery for the group during their a North American tour supporting AC/DC. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money than any of their studio albums. It moved more than half a million units upon release, while sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s 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 customisation options. This track is difficult even in expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. They claimed requiring months of practice of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” notes musician Herman Li.
DragonForce had already wrapped up a profitable run when their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Recently, the song featured in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have maintained the scene active, and there’s set to be a new product from the original publisher in development. Recently formed developers has begun work on their first music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“We thought those games could be similar to sports games where you can releases,” he remarks. “With abundant new music that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”