Marking two decades after Guitar Hero debuted in North America, giving everyday gamers the means to become a rock star. Not in reality, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes moving along the screen synchronized to the music. Every sequence corresponded to specific notes, creating the sensation of a genuine performance.
The studio had already experimented in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a significant impact on numerous musicians featured, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early financial challenges of licensing the songs – even though the first two games mostly used cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “The game provided a larger, new demographic. Typically this had been considered music that was past it, however once it got featured on the game young people discovered it, abruptly it was cool. That legitimised it, and got rid of the outdated label. It provided all our music renewed popularity.”
At that time, the band's debut album remained unreleased in the US, meaning the game was a key medium for exposure for the band as they went on a North American tour supporting the rock giants. “Their crew were playing the song on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It moved more than half a million units in its first week, and demand for their songs rose of up to 40% during an era when the music business was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer claimed it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you ought to pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I recall our distributors informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it has threatened to eclipsing all other the band has done. Recently, the song featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the co-founders felt that there’s an instinctive urge to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most installments were released over a mere half-decade from 2005 to 2010, including spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have kept the scene alive, and there’s expectations of something from the founders on the way. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed those games could be like Madden allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”