It has been 20 years since Guitar Hero first launched across the Atlantic, providing players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s four-minute instrumental break before a packed crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the screen in time with the music. Every sequence corresponded to specific notes, producing the feel of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by Activision in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a remarkable impact for many musicians included, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game became a hit, and record sales airtime were going up, all artists desired to participate.”
He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their children to the music they adored. It became a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers how the series revived older hits to the forefront: “Guitar Hero offered a larger, younger audience. Typically such music was considered music that was past it, however once it got featured on the title and teenagers discovered it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the band's first record was still not available in the US, meaning Guitar Hero was a key medium of discovery for the group during their a North American tour opening for the rock giants. “Their crew had on the song on the tour bus, and several recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It moved more than half a million copies upon release, and sales of their songs rose significantly during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism within the community. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. The song is challenging enough on expert mode, let alone played at double speed while hitting every one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes musician the artist.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label informing us that our selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing everything else accomplishments. Last year, the track was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, 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 marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team 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 human desire to make music, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have kept the community active, and there’s set to be a new product from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”