Marking 20 years after Guitar Hero debuted across the Atlantic, offering players everywhere the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who has mastered Free Bird’s lengthy guitar solo before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes moving along the display in time with the music. Every sequence mimicked specific notes, creating the sensation of a genuine performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the foundations for a surprising massively profitable franchise which made a remarkable influence on numerous of the artists included, showcasing classic bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the dollar figure was so high,” he says. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game took off, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the amazing things was how many parents got in touch and thanked us for exposing their children to the songs they adored. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived older hits back into vogue: “Guitar Hero provided a larger, younger audience. Typically this had been considered music that was past it, but then once it got featured on the game and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It provided our catalog renewed popularity.”
At that time, the band's debut album remained unreleased in the US, so the game was a key medium for exposure 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 thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group more money than any of their records. It sold well over half a million units in its first week, while sales of their songs saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. This track is challenging enough on the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. The streamer claimed it took nine months of practice.
“The game offers a, fantasy thing. If you play other games, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing everything else accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only 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 Iconic Controller
The best marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have kept the scene active, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered production on its debut music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”