It has been two decades after Guitar Hero hit the market in North America, providing players everywhere the tools to become a rock star. Not literally, but try convincing anyone who has nailed the epic lengthy guitar solo before a packed crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to follow coloured notes moving along the screen in time with a song. Each riff corresponded to particular chords, creating the feel of an authentic live show.
The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar series which made a remarkable impact for many musicians included, showcasing decades-old groups to millions of younger players.
A former executive, former COO of Harmonix, recalls the early financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, album purchases and radio play increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Gains a New Audience
Irish group the Answer included their track on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought older hits to the forefront: “The game offered a larger, new demographic. Typically this had been seen as outdated material, however once it got featured on the game young people discovered it, suddenly it was cool. That legitimised it, eliminating the outdated label. It provided our catalog a new life.”
In 2008, the band's debut album remained unreleased in the US, meaning the game served as a primary platform of discovery for the band as they went on US tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It sold more than half a million copies upon release, while demand for Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.
The series still motivates nimble-fingered dedication within the community. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging enough on expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. The streamer stated requiring nine months to accomplish.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you should pick up actual weapons and enlist,” notes musician the artist.
DragonForce previously wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I recall our distributors informing us that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else accomplishments. Last year, the track featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
The best promotion, whether it’s for cars, apparel or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have kept the scene active, and there’s expectations of a new product from the founders on the way. A new studio has begun production on their first music game. The initial creators are both involved as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“Our team believed those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”