It has been 20 years since the legendary game debuted across the Atlantic, offering everyday gamers the means to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s four-minute instrumental break before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the display in time with the music. Each riff corresponded to particular chords, creating the feel of an authentic performance.
The studio previously experimented with rhythm games before partnering with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely billion-dollar series that had a remarkable influence on numerous of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced every song since the cost was so high,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. But once the game took off, and record sales airtime were going up, all artists desired to participate.”
He continues: “One of the amazing things was how many parents reached out and thanked us for exposing their kids to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series revived classic rock to the forefront: “The game provided a larger, new demographic. Typically this had been considered music that was past it, however when it was included in the game and teenagers discovered it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, meaning the game served as a primary platform for exposure for the group as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It sold more than half a million copies upon release, and sales of Aerosmith’s music rose significantly at a time as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. This track is challenging enough on expert mode, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should use actual weapons and go to war,” notes musician Herman Li.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I remember the record label informing us that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed just before top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, that's fine – everyone’s got a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
The best promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. 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 do it”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games like the fan project and newer releases have kept the community alive, with set to be something from the founders on the way. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed such titles might become like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”