It has been two decades after Guitar Hero debuted across the Atlantic, giving players everywhere the tools to feel like a rock star. Not in reality, but try convincing someone who's mastered Free Bird’s four-minute instrumental break before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with a song. Every sequence corresponded to specific notes, producing the feel of an authentic live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise which made a significant influence for many musicians included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It became an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game revived classic rock to the forefront: “The game provided a larger, younger audience. Typically this had been seen as outdated material, but then when it was featured on the title and teenagers discovered it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the band's debut album was still unreleased in the US, meaning the game was a key medium of discovery for the band as they went on a North American tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their records. It moved well over half a million copies upon release, while demand for Aerosmith’s music rose of up to 40% during an era when the music business faced decline.
The series still motivates quick-handed fanaticism among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is challenging even in the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band had already completed a profitable run when Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I remember the record label informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow everything else the band has done. Last year, the song was used in a trailer for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Plastic Guitar
The best marketing, be it for cars, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. Since the beginning, the creators believed humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most installments came out over a mere five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as the fan project and newer releases have maintained the community active, and there’s expectations of something from the founders in development. Recently formed developers has entered work on its debut music game. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games where you can update every year,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”