Marking 20 years after Guitar Hero debuted in North America, giving everyday gamers the opportunity to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Each riff corresponded to particular chords, creating the feel of a genuine live show.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable influence on numerous musicians featured, showcasing decades-old groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game became a hit, and record sales airtime were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “The game provided a bigger, younger audience. Typically this had been considered outdated material, however once it got included in the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, eliminating the outdated tag. It gave all our music a new life.”
In 2008, the Answer’s first record was still not available stateside, meaning the game served as a primary platform for exposure for the group during their a North American tour supporting the rock giants. “Their crew had on the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It sold well over 500,000 units upon release, and sales of Aerosmith’s music rose significantly during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. The song is challenging even in the hardest setting, not to mention performed at double speed while hitting every one of the thousands of cues. The streamer stated requiring nine months of practice.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and enlist,” says DragonForce guitarist the artist.
The band previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that our records were moving like crazy,” 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 risked eclipsing all other the band has done. Recently, the track was used in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to create songs, and their goal was to use technology to allow people to participate”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.
Games such as Clone Hero and Fortnite Festival have maintained the scene alive, with expectations of something from the founders on the way. A new studio has entered work on its debut music game. The initial creators are participating as special advisers. Is the world prepared to welcome another game following the classic?
“We thought such titles might become similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”