Marking 20 years since Guitar Hero hit the market in North America, giving everyday gamers the means to become rock legends. Figuratively speaking, but try telling that someone who's nailed Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked particular chords, creating the feel of a genuine live show.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a significant influence on numerous of the artists featured, showcasing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the recordings – even though the first two games primarily featured cover versions.
“We reproduced every song because the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game took off, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their kids to the music they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group one featured act included their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “Guitar Hero provided a larger, younger audience. Typically this had been considered outdated material, however when it was included in the game young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the outdated tag. It provided all our music renewed popularity.”
At that time, the band's debut album was still unreleased stateside, meaning the game served as a primary platform for exposure for the band during their US tour supporting the rock giants. “The roadies had on the song on the tour bus, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band more money than any of their records. It moved well over half a million units upon release, while sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult even in the hardest setting, not to mention played at double speed while hitting every one of the thousands of cues. They stated it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label calling to tell me that our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing everything else accomplishments. Last year, the track was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best promotion, whether it’s for cars, apparel or games, goes further than selling something – it inspires a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders believed humans have a natural urge to create songs, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the scene alive, with set to be a new product from the founders in development. A new studio has begun work on their first music game. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason for it to persist for future fans.”