Marking two decades since Guitar Hero first launched in North America, offering players everywhere the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
Harmonix previously tried its hand with rhythm games before partnering with the publisher, later acquired by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable franchise which made a remarkable influence for many of the artists featured, showcasing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded every song since the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it was nearly impossible. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play were going up, all artists desired to be in.”
He adds: “Among the amazing things was the number of parents got in touch and thanked us for introducing their kids to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought classic rock to the forefront: “The game offered a larger, new demographic. Generally such music was seen as outdated material, however once it got included in the title and teenagers discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's debut album remained unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money than any of their records. It moved well over 500,000 copies upon release, and sales of Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
The series still motivates nimble-fingered dedication within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is difficult even in expert mode, let alone performed at increased tempo and without missing every one of its near 4,000 notes. They claimed it took nine months of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” says musician the artist.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing all other accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best marketing, be it for cars, clothes or games, goes further than selling something – it inspires a longing. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators felt that there’s an instinctive human desire to make music, and their goal was to use technology to allow people to participate”.
The majority installments came out in just a half-decade between 2005 and 2010, including spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Games like Clone Hero and Fortnite Festival have maintained the community active, and there’s set to be something from the founders in development. A new studio has entered production on its debut music game. The initial creators are both involved as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“Our team believed those games could be similar to sports games where you can releases,” he remarks. “With abundant new music that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”