Marking two decades since Guitar Hero hit the market across the Atlantic, giving everyday gamers the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s four-minute instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to specific notes, producing the feel of an authentic performance.
The studio had already experimented in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise which made a significant impact on numerous of the artists featured, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the early financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales airtime were going up, everyone wanted to participate.”
He adds: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their children to the songs they adored. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game revived older hits back into vogue: “The game offered a larger, new demographic. Typically this had been considered outdated material, however when it was included in the title and teenagers discovered it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag.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 band's first record was still unreleased stateside, so the game was a key medium for exposure for the group during their a North American tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related stories, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their records. It sold more than half a million copies upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
The series still motivates quick-handed dedication among its fans. Recently, 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. The song is challenging even in the hardest setting, not to mention played at double speed and without missing every one of its near 4,000 notes. They stated it took nine months of practice.
“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour when Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I recall our distributors informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it has risked eclipsing everything else accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best promotion, whether it’s for cars, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to participate”.
Most installments were released over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Games like the fan project and Fortnite Festival have maintained the community active, and there’s set to be a new product from the original publisher in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game following the classic?
“Our team believed those games could be like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason for it to continue with new generations.”