Marking two decades since Guitar Hero debuted across the Atlantic, giving players everywhere the means to become a rock star. Not in reality, but try convincing someone who has mastered Free Bird’s lengthy instrumental break before an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes moving along the display in time with the music. Each riff mimicked particular chords, creating the feel of a genuine live show.
The studio had already experimented in the music genre prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar series which made a significant influence for many musicians featured, introducing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured cover versions.
“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”
He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for exposing their kids to the music they loved. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits to the forefront: “The game provided a bigger, younger audience. Typically such music was seen as outdated material, however once it got included in the game young people were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still not available in the US, so the game served as a primary platform for exposure for the band as they went on a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It moved more than half a million copies upon release, and sales of their songs saw an increase of up to 40% at a time when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult enough on expert mode, let alone played at double speed while hitting a single one of the thousands of cues. They claimed requiring months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, that doesn’t mean you should use actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to overshadow all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best marketing, whether it’s for cars, apparel or games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to allow people to do it”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Titles such as the fan project and newer releases have kept the community active, and there’s expectations of a new product from the founders on the way. A new studio has entered production on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”