Marking two decades after Guitar Hero debuted across the Atlantic, providing players everywhere the tools to feel like rock legends. Figuratively speaking, but try telling that anyone who's nailed Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with a song. Every sequence mimicked particular chords, producing the sensation of a genuine performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable series that had a significant impact for many of the artists featured, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when the game took off, and record sales and radio play increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was the number of parents reached out expressing gratitude for exposing their kids to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits to the forefront: “The game provided a larger, new demographic. Typically such music was considered music that was past it, however when it was featured on the title and teenagers discovered it, suddenly it became trendy. This validated it, eliminating the outdated label. It provided all our music a new life.”
At that time, the band's debut album remained not available stateside, meaning Guitar Hero served as a primary platform for exposure for the group during their a North American tour opening for the rock giants. “Their crew were playing the song on the tour bus, and several recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their records. It sold more than 500,000 copies upon release, and demand for their songs saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication among its fans. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is challenging enough on expert mode, let alone performed at double speed while hitting a single one of the thousands of cues. The streamer stated requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should use actual weapons and go to war,” notes DragonForce guitarist 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 recall our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow all other accomplishments. Last year, the song featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just hear a single track, that's fine – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Iconic Controller
The best promotion, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to do it”.
Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Games such as the fan project and newer releases have kept the community alive, with expectations of a new product from the original publisher on the way. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles could be like Madden where you can update every year,” he remarks. “There’s so much new music it could remain evergreen, thus I remain optimistic. It's entirely possible for it to continue with new generations.”