It has been two decades after Guitar Hero first launched across the Atlantic, offering players everywhere the opportunity to become rock legends. Not literally, but try telling that anyone who's nailed Free Bird’s lengthy guitar solo before a packed living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Each riff corresponded to specific notes, creating the feel of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by Activision in 2006. Collaboratively, they laid the foundations for a surprising massively profitable franchise that had a significant impact on numerous musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases airtime increased, all artists desired to participate.”
He adds: “Among the amazing things was how many parents got in touch expressing gratitude for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish group one featured act included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series revived older hits back into vogue: “The game offered a bigger, younger audience. Generally such music was considered music that was past it, but then when it was included in the game young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
At that time, the band's debut album remained not available in the US, meaning the game was a key medium for exposure for the group during their a North American tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It moved more than 500,000 units upon release, and sales of their songs rose significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered 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 the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging enough on expert mode, not to mention played at double speed and without missing a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” notes musician the artist.
The band previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it has risked eclipsing everything else 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. “If you only hear one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, be it for cars, clothes or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to allow people to do it”.
Most installments were released in just a half-decade between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Titles like the fan project and newer releases have kept the scene active, and there’s expectations of something from the original publisher on the way. A new studio has begun production on their first music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game following the classic?
“We thought those games could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist for future fans.”