It has been two decades since Guitar Hero first launched across the Atlantic, giving players everywhere the opportunity to become rock legends. Not in reality, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Every sequence mimicked particular chords, creating the feel of an authentic performance.
Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by Activision in 2006. Together, they established the groundwork for an unlikely massively profitable franchise that had a remarkable influence on numerous of the artists featured, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the initial budgetary hurdles in securing the recordings – despite the fact initial releases mostly used cover versions.
“We rerecorded all the music because the cost was so high,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero became a hit, album purchases airtime increased, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been seen as outdated material, but then once it got included in the game and teenagers discovered it, suddenly it became trendy. This validated the genre, and got rid of the outdated tag. It provided our catalog a new life.”
In 2008, the Answer’s debut album remained not available in the US, so the game served as a primary platform for exposure for the group as they went on US tour supporting AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It sold more than 500,000 units upon release, and demand for their songs rose significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. The song is difficult enough on expert mode, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician the artist.
The band had already wrapped up a successful tour when Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I remember the record label informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing everything else the band has done. Recently, the track featured in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Iconic Controller
The best marketing, be it for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to do it”.
Most installments were released over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have maintained the community active, with set to be a new product from the founders on the way. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games might become like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”