It has been 20 years since the legendary game first launched in North America, providing players everywhere the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Each riff corresponded to particular chords, creating the sensation of an authentic performance.
The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by Activision in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar franchise which made a remarkable impact on numerous musicians included, introducing classic bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the early financial challenges of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when the game took off, and record sales and radio play increased, all artists desired to be in.”
He adds: “Among the amazing things was how many mothers and fathers got in touch and thanked us for introducing their children to the music they adored. It became an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series brought older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Generally this had been considered outdated material, however when it was included in the game and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the band's first record was still unreleased in the US, so Guitar Hero 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.
Major Band Titles and Lasting Impact
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles 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 more money compared to their records. It moved more than 500,000 copies upon release, and sales of their songs saw an increase significantly at a time when the music business was already collapsing.
The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. The song is challenging even in expert mode, not to mention performed at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took nine months of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should use actual weapons and go to war,” says musician the artist.
The band had already 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 the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow all other accomplishments. Recently, the song featured in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier marketing, be it for cars, clothes or games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon on the stage. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Games such as the fan project and newer releases have maintained the community alive, with set to be a new product from the founders in development. Recently formed developers has begun production on their first music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game following the classic?
“We thought such titles might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”