Marking two decades since Guitar Hero first launched in North America, giving players everywhere the opportunity to become rock legends. Figuratively speaking, but try convincing anyone who has nailed Free Bird’s lengthy instrumental break before an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to particular chords, creating the feel of an authentic performance.
The studio had already tried its hand in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely billion-dollar series which made a significant impact for many musicians included, introducing classic groups to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero took off, and record sales airtime were going up, everyone wanted to be in.”
He adds: “One of the amazing things was the number of parents reached out and thanked us for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer had 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 provided a bigger, new demographic. Generally such music was considered music that was past it, however once it got featured on the title young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”
At that time, the band's debut album was still not available in the US, so the game was a key medium of discovery for the group as they went on US tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It moved well over 500,000 copies upon release, while demand for their songs saw an increase significantly during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is challenging even in expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and enlist,” notes musician the artist.
The band had already completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow all other accomplishments. Recently, the song was used in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best marketing, be it for cars, apparel or games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural 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, featuring derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.
Games such as the fan project and Fortnite Festival have kept the community active, with set to be a new product from the founders on the way. Recently formed developers has entered work on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought those games could be similar to sports games where you can releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”