Marking two decades since Guitar Hero hit the market across the Atlantic, giving players everywhere the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Each riff corresponded to specific notes, producing the feel of an authentic performance.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, which was acquired by Activision in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar series which made a significant influence on numerous musicians featured, introducing classic groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – even though initial releases mostly used cover versions.
“We reproduced every song since the cost prohibitive,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced 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 amazing things was how many parents got in touch and thanked us for introducing their kids to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Guitarist the artist remembers the way the game revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Typically such music was considered outdated material, but then when it was featured on the game and teenagers discovered it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
At that time, the band's debut album remained unreleased in the US, so Guitar Hero was a key medium for exposure for the band as they went on US tour supporting AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their records. It sold well over 500,000 copies in its first week, and demand for Aerosmith’s music rose significantly at a time when the music business faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. This track is challenging even in expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They claimed it took nine months to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” says musician Herman Li.
DragonForce previously completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Last year, the song featured in promotional material for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
The best marketing, whether it’s for automobiles, apparel or video games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the creators believed humans have a natural urge to make music, and they wanted to use technology to enable everyone to do it”.
Most installments came out in just a half-decade between 2005 and 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the scene active, with set to be a new product from the founders in development. A new studio has begun work on its debut music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist for future fans.”