Marking 20 years since the legendary game debuted in North America, providing everyday gamers the tools to feel like rock legends. Not in reality, but try telling that someone who's nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Every sequence corresponded to specific notes, creating the sensation of an authentic performance.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the foundations for a surprising billion-dollar series which made a remarkable impact on numerous of the artists included, showcasing classic bands to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We reproduced every song since the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their kids to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Generally this had been seen as music that was past it, however once it got featured on the title and teenagers were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided all our music a new life.”
At that time, the band's first record was still not available stateside, meaning the game was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their records. It sold more than half a million copies in its first week, and demand for their songs saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is difficult enough on expert mode, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. They stated requiring months of practice of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says musician Herman Li.
The band had already completed a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall our distributors informing us that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to overshadow everything else accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best promotion, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “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 create songs, and they wanted to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, including spin-offs like the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Games like Clone Hero and newer releases have kept the community alive, with set to be something from the original publisher in development. Recently formed developers has entered production on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought those games could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”