It has been 20 years after Guitar Hero hit the market in North America, offering everyday gamers the tools to feel like rock legends. Not in reality, but try convincing someone who has nailed the epic lengthy instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Every sequence mimicked specific notes, producing the sensation of an authentic performance.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely billion-dollar series that had a significant influence on numerous of the artists included, introducing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the songs – even though the first two games primarily featured cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. But once the game became a hit, album purchases and radio play increased, all artists desired to participate.”
He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the songs they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Typically this had been considered music that was past it, however when it was featured on the title and teenagers were finding it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It gave all our music a new life.”
At that time, the band's debut album was still unreleased stateside, so Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It moved well over half a million copies in its first week, and sales of their songs saw an increase significantly during an era as the industry faced decline.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. This track is difficult even in the hardest setting, let alone performed at double speed while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“The game is a fun, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce previously completed a successful tour before their hit was featured in the third game, but Li says it made them widely recognized. “I remember the record label calling to tell me that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow everything else accomplishments. Last year, the track was used in promotional material for a major film. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Iconic Controller
The best marketing, be it for cars, apparel or video games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most installments were released over a mere five-year period between 2005 and 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the scene active, with expectations of something from the founders in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game following the classic?
“We thought such titles could be like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”