It has been two decades after Guitar Hero debuted in North America, giving everyday gamers the tools to become rock legends. Not literally, but try convincing anyone who has mastered the epic lengthy guitar solo in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with the music. Every sequence mimicked specific notes, creating the feel of a genuine performance.
Harmonix previously experimented with rhythm games before partnering with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable series that had a remarkable influence for many of the artists included, showcasing classic bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the initial financial challenges of licensing the songs – even though initial releases mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. However, when the game took off, album purchases airtime increased, everyone wanted to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the music they loved. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Typically such music was seen as music that was past it, however when it was included in the title young people discovered it, suddenly it was cool. That legitimised the genre, eliminating the outdated label. It provided our catalog a new life.”
At that time, the band's debut album remained unreleased in the US, meaning the game was a key medium of discovery for the group as they went on US tour supporting the rock giants. “Their crew had on the song on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight 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 game editions centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It moved more than half a million units in its first week, and demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is difficult enough on expert mode, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you should use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it has threatened to eclipsing all other accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, be it for cars, apparel or video games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, including spin-offs like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Titles such as Clone Hero and newer releases have kept the scene active, and there’s set to be something from the original publisher on the way. A new studio has begun production on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“Our team believed those games might become like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”