Marking 20 years since the legendary game hit the market in North America, giving everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who's nailed Free Bird’s lengthy instrumental break before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to a song. Each riff mimicked particular chords, producing the sensation of a genuine performance.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable franchise which made a remarkable impact on numerous of the artists featured, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, and record sales and radio play were going up, all artists desired to participate.”
He continues: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought older hits to the forefront: “The game provided a larger, new demographic. Generally such music was considered music that was past it, however once it got included in the title and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the Answer’s first record remained unreleased stateside, meaning Guitar Hero was a key medium for exposure for the band as they went on a North American tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It moved well over half a million copies in its first week, and sales of Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is difficult enough on the hardest setting, let alone played at increased tempo and without missing every one of the thousands of cues. The streamer stated it took months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes musician the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it risked eclipsing all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, whether it’s for automobiles, clothes or games, extends beyond than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including derivative titles such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Titles like the fan project and newer releases have maintained the community active, with set to be something from the original publisher in development. Recently formed developers has entered production on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed those games might become similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”