It has been two decades after Guitar Hero first launched in North America, offering players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who has nailed the epic lengthy instrumental break in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the display synchronized to a song. Each riff mimicked specific notes, creating the sensation of an authentic live show.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a significant influence for many musicians included, showcasing decades-old bands to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early budgetary hurdles in securing the recordings – even though the first two games mostly used cover versions.
“We reproduced all the music because the cost prohibitive,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game became a hit, album purchases airtime were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series brought classic rock back into vogue: “The game offered a bigger, new demographic. Generally this had been considered outdated material, however once it got featured on the title young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
In 2008, the Answer’s first record remained not available stateside, meaning the game was a key medium of discovery for the band during their US tour opening for the rock giants. “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 and Lasting Influence
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group more money than any of their records. It sold well over 500,000 copies in its first week, and demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.
The series still motivates nimble-fingered dedication within the community. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. The song is difficult enough on expert mode, let alone performed at double speed while hitting every one of the thousands of cues. They stated it took nine months of practice.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I remember the record label calling to tell me that our records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing just before top acts at the event.”
In fact, the band's visibility via the game proved so vast that it risked overshadow all other the band has done. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the creators felt that there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to participate”.
Most installments were released over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s set to be a new product from the founders in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“We thought such titles could be like Madden where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”