It has been two decades since Guitar Hero first launched in North America, offering everyday gamers the means to feel like rock legends. Not literally, but try telling that someone who has nailed the epic four-minute instrumental break before a packed living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with the music. Every sequence mimicked specific notes, producing the feel of an authentic live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by Activision in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable series which made a remarkable influence for many musicians featured, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the songs – even though initial releases mostly used cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game became a hit, album purchases and radio play were going up, all artists desired to be in.”
He continues: “One of the amazing things was how many parents reached out expressing gratitude for exposing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series revived older hits back into vogue: “The game provided a larger, new demographic. Generally such music was considered music that was past it, however when it was included in the title and teenagers discovered it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the Answer’s first record remained not available stateside, meaning Guitar Hero served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their records. It moved more than half a million units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. The song is challenging enough on expert mode, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer stated requiring months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band previously completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that our records were moving like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else the band has done. Recently, the track was used in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to allow people to participate”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, including spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the community alive, with expectations of something from the founders on the way. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games where you can update every year,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to continue with new generations.”