It has been two decades since Guitar Hero hit the market in North America, giving players everywhere the opportunity to become a rock star. Not literally, but try telling that anyone who's mastered Free Bird’s four-minute instrumental break before a packed crowd of friends.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Every sequence corresponded to particular chords, producing the sensation of an authentic live show.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar series that had a significant influence for many of the artists included, showcasing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits back into vogue: “The game provided a larger, younger audience. Generally such music was considered music that was past it, but then when it was featured on the title and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the outdated label. It provided our catalog a new life.”
At that time, the band's debut album was still not available in the US, meaning the game was a key medium of discovery for the band during their a North American tour supporting AC/DC. “Their crew had on the song during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the band greater revenue compared to their records. It sold well over half a million units upon release, while demand for Aerosmith’s music rose significantly at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. This track is difficult enough on expert mode, not to mention performed at double speed and without missing every one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label informing us that we were selling albums like crazy,” he says. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
Top-tier promotion, be it for cars, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback in 2015.
Games like the fan project and newer releases have kept the scene active, with expectations of something from the original publisher on the way. Recently formed developers has begun production on their first music game. The initial creators are participating as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“Our team believed those games might become like Madden where you can releases,” he remarks. “There’s so much new music it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”