It has been 20 years after Guitar Hero debuted across the Atlantic, giving everyday gamers the opportunity to become a rock star. Not literally, though you'd be hard-pressed telling that someone who's mastered the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with the music. Every sequence mimicked particular chords, creating the feel of a genuine live show.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a significant impact on numerous of the artists included, introducing classic bands to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.
“We reproduced all the music because the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales airtime were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the music they adored. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Typically such music was considered music that was past it, however when it was included in the title young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the band's debut album was still unreleased in the US, so the game was a key medium for exposure for the band during their a North American tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their records. It moved more than 500,000 units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. The song is challenging enough on the hardest setting, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you should use a real gun and go to war,” says musician the artist.
DragonForce previously wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow everything else the band has done. Last year, the song featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Iconic Controller
The best promotion, whether it’s for automobiles, apparel or video games, goes further than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have maintained the scene active, and there’s set to be something from the founders in development. Recently formed developers has entered work on their first music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought those games might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”