It has been two decades since Guitar Hero first launched in North America, providing everyday gamers the tools to feel like a rock star. Not literally, but try telling that anyone who's nailed Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with a song. Each riff corresponded to specific notes, producing the sensation of a genuine performance.
Harmonix previously experimented with rhythm games before partnering with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a remarkable influence for many of the artists included, introducing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the recordings – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music because the cost was so high,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically this had been seen as music that was past it, however once it got featured on the game and teenagers were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated tag. It gave our catalog renewed popularity.”
At that time, the Answer’s debut album remained not available stateside, so the game served as a primary platform of discovery for the band during their a North American tour supporting AC/DC. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the group more money than any of their records. It moved more than half a million units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is challenging even in expert mode, let alone played at double speed and without missing every one of the thousands of cues. They claimed it took nine months of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should use actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already completed a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I remember our distributors informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it has threatened to overshadow all other the band has done. Recently, the song was used in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, be it for cars, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival in 2015.
Titles like Clone Hero and Fortnite Festival have kept the scene alive, with expectations of something from the founders in development. A new studio has entered production on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought those games could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”