Marking two decades after the legendary game hit the market in North America, providing everyday gamers the means to feel like rock legends. Not literally, but try convincing someone who has mastered Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with the music. Each riff corresponded to particular chords, creating the sensation of a genuine performance.
The studio had already tried its hand with rhythm games before partnering with the publisher, which was purchased by Activision in 2006. Together, they laid the foundations for a surprising massively profitable series which made a significant impact on numerous of the artists featured, showcasing classic bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music since the dollar figure was so high,” he explains. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects 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 Finds a New Audience
Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Lead musician the artist recalls how the series brought older hits back into vogue: “The game provided a bigger, new demographic. Generally such music was seen as music that was past it, however when it was included in the game young people discovered it, abruptly it became trendy. This validated it, and got rid of the outdated label. It provided our catalog renewed popularity.”
In 2008, the band's first record was still not available stateside, meaning the game served as a primary platform of discovery for the group during their a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several knew us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It sold more than 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.
The series still motivates nimble-fingered fanaticism among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging enough on expert mode, let alone performed at double speed while hitting a single one of its near 4,000 notes. They claimed requiring months of practice of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should use actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow everything else accomplishments. Recently, the song was used in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
The best promotion, whether it’s for cars, apparel or games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to make music, and their goal was to leverage innovation to allow people to participate”.
Most installments came out in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Games such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the original publisher on the way. A new studio has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”