It has been two decades since Guitar Hero hit the market in North America, giving players everywhere the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, the game gave players a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Every sequence corresponded to specific notes, creating the sensation of a genuine performance.
The studio had already tried its hand in the music genre before partnering with the publisher, later acquired by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series which made a significant influence for many of the artists featured, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – even though the first two games primarily featured cover versions.
“We reproduced every song since the cost was so high,” he says. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, album purchases and radio play increased, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many parents got in touch and thanked us for introducing their kids to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought classic rock to the forefront: “The game offered a bigger, new demographic. Typically this had been seen as outdated material, but then when it was featured on the title young people were finding it, suddenly it became trendy. This validated the genre, eliminating the outdated label. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album was still unreleased stateside, meaning the game served as a primary platform for exposure for the group during their a North American tour opening for AC/DC. “The roadies had on Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Impact
Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It sold more than half a million copies upon release, while demand for their songs saw an increase of up to 40% at a time as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. The song is challenging enough on the hardest setting, not to mention played at increased tempo while hitting a single one of the thousands of cues. The streamer stated it took months of practice of practice.
“Guitar Hero offers a, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist the artist.
The band had already wrapped up a profitable run before 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 rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow everything else accomplishments. Recently, the track was used in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to participate”.
The majority installments were released in just a half-decade from 2005 to 2010, including derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback several years later.
Games such as Clone Hero and newer releases have maintained the scene active, with set to be something from the founders in development. A new studio has begun production on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“We thought those games could be like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”