It has been 20 years after Guitar Hero first launched across the Atlantic, offering everyday gamers the means to feel like a rock star. Not literally, but try convincing someone who has mastered Free Bird’s lengthy guitar solo in front of a packed living-room audience.
Created by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to the music. Every sequence mimicked specific notes, producing the feel of an authentic performance.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Together, they established the foundations for a surprising massively profitable series that had a significant impact for many musicians included, showcasing classic bands to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero took off, and record sales airtime were going up, all artists desired to participate.”
He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Gains Younger Fans
Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “The game provided a larger, younger audience. Typically such music was seen as outdated material, however when it was featured on the title young people discovered it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag. It provided all our music renewed popularity.”
In 2008, the Answer’s first record was still unreleased stateside, meaning the game was a key medium for exposure for the band during their US tour opening for the rock giants. “Their crew had on the song during travel, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions 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 more money than any of their studio albums. It sold well over half a million copies in its first week, and demand for Aerosmith’s music rose significantly during an era when the music business faced decline.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. The song is difficult even in expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” says DragonForce guitarist the artist.
The band previously completed a successful tour before Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it risked overshadow all other the band has done. Last year, the song was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to make music, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the community active, and there’s set to be a new product from the founders in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“We thought such titles might become like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”