It has been two decades after Guitar Hero debuted across the Atlantic, providing players everywhere the opportunity to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who has nailed Free Bird’s four-minute guitar solo in front of a packed crowd of friends.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Every sequence corresponded to particular chords, creating the sensation of an authentic live show.
Harmonix previously tried its hand in the music genre before partnering with the publisher, later purchased by Activision in 2006. Together, they established the foundations for a surprising massively profitable franchise which made a remarkable impact for many of the artists included, showcasing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the early financial challenges of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded every song because the cost prohibitive,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero took off, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their kids to the songs they loved. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Typically this had been seen as music that was past it, however when it was included in the title and teenagers discovered it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour supporting the rock giants. “Their crew had on the song during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their studio albums. It sold more than 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, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. This track is challenging even in expert mode, let alone played at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band previously completed a profitable run before their hit was featured on Guitar Hero III, but Li says it made them a household name. “I remember the record label informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it threatened to eclipsing everything else accomplishments. Last year, the song was used in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
The best marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Games such as the fan project and Fortnite Festival have kept the scene active, and there’s expectations of something from the original publisher in development. A new studio has entered production on its debut music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought 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 optimistic. It's entirely possible for it to persist with new generations.”