Marking two decades after the legendary game hit the market across the Atlantic, offering players everywhere the means to become a rock star. Figuratively speaking, but try telling that anyone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the screen synchronized to a song. Every sequence mimicked specific notes, producing the sensation of a genuine live show.
The studio had already experimented in the music genre before partnering with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a significant impact on numerous musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once the game became a hit, album purchases and radio play increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of parents reached out and thanked us for exposing their children to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “The game provided a bigger, younger audience. Typically such music was seen as music that was past it, however when it was featured on the title and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It gave all our music a new life.”
In 2008, the Answer’s first record was still not available in the US, so the game served as a primary platform of discovery for the group during their US tour opening for the rock giants. “The roadies were playing the song during travel, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It moved well over half a million copies upon release, while sales of their songs rose significantly at a time as the industry faced decline.
Guitar Hero still motivates nimble-fingered dedication among its fans. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. The song is challenging even in the hardest setting, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use a real gun and enlist,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run when Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I remember the record label calling to tell me that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to overshadow 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 – each person has their own path in music and I’m glad we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
The best promotion, be it for automobiles, apparel or games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to do it”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Games like Clone Hero and Fortnite Festival have kept the community active, and there’s expectations of a new product from the founders in development. A new studio has begun work on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game following Guitar Hero?
“Our team believed such titles might become like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”