It has been 20 years since the legendary game first launched across the Atlantic, offering players everywhere the tools to become rock legends. Not literally, though you'd be hard-pressed convincing someone who's nailed Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the screen in time with the music. Every sequence corresponded to specific notes, producing the feel of an authentic performance.
The studio had already experimented in the music genre before partnering with RedOctane, later acquired by Activision in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a remarkable impact for many musicians included, showcasing classic groups to millions of gaming enthusiasts.
A former executive, former COO from the developer, recalls the early financial challenges in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the music they loved. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, however when it was featured on the title young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the Answer’s first record remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour opening for AC/DC. “The roadies had on the song during travel, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It moved more than half a million copies upon release, and sales of their songs saw an increase significantly during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is difficult even in expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you ought to use actual weapons and go to war,” notes musician Herman Li.
The band previously completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I recall our distributors informing us that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it threatened to eclipsing everything else the band has done. Last year, the track was used in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most installments came out over a mere five-year period from 2005 to 2010, featuring derivative titles like the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Titles such as Clone Hero and newer releases have maintained the scene active, and there’s set to be something from the original publisher on the way. Recently formed developers has entered production on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”