It has been 20 years after the legendary game hit the market across the Atlantic, providing everyday gamers the tools to become a rock star. Not in reality, but try convincing anyone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Created by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Each riff mimicked specific notes, creating the feel of an authentic performance.
The studio had already tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they established the foundations for a surprising billion-dollar franchise which made a significant influence for many of the artists featured, showcasing classic groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the early budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.
“We rerecorded all the music because the cost was so high,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It became a multigenerational thing.”
Timeless Music Finds a New Audience
Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game revived older hits to the forefront: “The game offered a bigger, new demographic. Typically such music was seen as outdated material, however when it was included in the game and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the Answer’s first record remained not available stateside, meaning Guitar Hero served as a primary platform of discovery for the band during their US tour opening for AC/DC. “Their crew had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It moved more than half a million copies upon release, while demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. The song is difficult enough on expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” notes musician the artist.
The band previously completed a profitable run when Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I remember our distributors informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, 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 Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Iconic Controller
The best marketing, whether it’s for cars, apparel or video games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. 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 over a mere five-year period from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Games like the fan project and newer releases have maintained the scene alive, with set to be something from the founders on the way. A new studio has begun work on their first music game. The initial creators are participating as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”