It has been two decades since Guitar Hero debuted across the Atlantic, offering everyday gamers the means to become rock legends. Not literally, but try telling that anyone who has mastered Free Bird’s four-minute guitar solo before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the screen synchronized to a song. Every sequence mimicked particular chords, creating the sensation of an authentic live show.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise which made a remarkable influence for many musicians included, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges of licensing the songs – even though the first two games mostly used cover versions.
“We reproduced every song since the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game took off, album purchases airtime increased, everyone wanted to be in.”
He continues: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they adored. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game brought classic rock back into vogue: “The game provided a larger, new demographic. Generally such music was seen as music that was past it, however when it was included in the game and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It provided our catalog a new life.”
In 2008, the band's first record remained not available stateside, so the game served as a primary platform for exposure for the group as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.
Major Band Titles Enduring Impact
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and related lore, imagery and legendary status. For example, the Aerosmith edition, it was said to have made the group more money compared to their studio albums. It sold well over 500,000 units in its first week, and demand for Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. This track is difficult enough on expert mode, not to mention performed at double speed and without missing every one of its near 4,000 notes. They stated it took nine months to accomplish.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that our records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Last year, the song was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “Should you just 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”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have kept the community alive, with set to be something from the original publisher on the way. A new studio has entered production on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“We thought such titles 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, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”