Marking two decades since Guitar Hero debuted across the Atlantic, offering everyday gamers the tools to feel like rock legends. Figuratively speaking, but try convincing someone who's nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Each riff corresponded to specific notes, creating the sensation of an authentic live show.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar series that had a significant impact on numerous musicians included, showcasing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced every song since the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once the game became a hit, album purchases and radio play increased, everyone wanted to be in.”
He continues: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was considered music that was past it, however once it got included in the title young people discovered it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It gave all our music a new life.”
At that time, the Answer’s first record was still unreleased in the US, so the game served as a primary platform for exposure for the band during their a North American tour opening for AC/DC. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their studio albums. It moved more than half a million units in its first week, and demand for their songs saw an increase of up to 40% at a time as the industry faced decline.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is difficult enough on expert mode, not to mention played at increased tempo while hitting every one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it risked overshadow 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,” Li says. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Iconic Controller
Top-tier promotion, be it for cars, clothes or games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Titles such as the fan project and newer releases have maintained the community active, and there’s expectations of a new product from the founders in development. Recently formed developers has begun work on its debut music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed those games could be similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”