It has been 20 years since the legendary game first launched in North America, giving players everywhere the tools to feel like a rock star. Not literally, but try convincing anyone who's mastered the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to the music. Each riff corresponded to particular chords, creating the feel of a genuine live show.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series that had a significant impact for many of the artists featured, showcasing decades-old bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though initial releases mostly used cover versions.
“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when the game took off, and record sales airtime increased, everyone wanted to participate.”
He adds: “Among the amazing things was how many parents reached out and thanked us for exposing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought classic rock back into vogue: “The game provided a bigger, younger audience. Typically this had been seen as music that was past it, however once it got featured on the game and teenagers discovered it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the Answer’s debut album remained not available stateside, meaning Guitar Hero was a key medium for exposure for the group during their US tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Music's biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on their music collections and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their studio albums. It moved more than 500,000 copies upon release, and sales of their songs rose significantly during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. The song is difficult enough on expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run before their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow everything else the band has done. Last year, the song was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
The best marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.
Games such as the fan project and newer releases have maintained the scene active, with set to be something from the founders on the way. Recently formed developers has begun work on its debut music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“We thought such titles could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”
A tech journalist with a passion for emerging technologies and digital innovation, exploring how tech shapes our daily lives.