Marking 20 years since Guitar Hero hit the market across the Atlantic, offering everyday gamers the means to feel like rock legends. Figuratively speaking, but try convincing someone who has nailed Free Bird’s lengthy instrumental break before a packed living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely massively profitable series which made a significant influence for many of the artists featured, showcasing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when the game took off, and record sales airtime increased, everyone wanted to participate.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls how the series revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as outdated material, however when it was featured on the title young people were finding it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album remained not available in the US, so Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour opening for AC/DC. “The roadies had on the song during travel, and several knew us thanks to the game,” he notes.
Major Band Spin-offs Enduring Influence
Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It sold well over half a million units upon release, and sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. The song is challenging even in the hardest setting, not to mention performed at double speed while hitting a single one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should use a real gun and go to war,” notes musician Herman Li.
DragonForce previously wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked eclipsing all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
The best promotion, be it for automobiles, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Games such as the fan project and newer releases have maintained the community active, with expectations of a new product from the original publisher on the way. A new studio has begun production on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”