Marking two decades since Guitar Hero first launched across the Atlantic, giving players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered Free Bird’s lengthy guitar solo in front of a packed living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Every sequence corresponded to particular chords, producing the feel of an authentic performance.
The studio had already tried its hand with rhythm games before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they laid the foundations for an unlikely billion-dollar franchise which made a remarkable influence on numerous of the artists featured, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the recordings – even though initial releases mostly used cover versions.
“We rerecorded every song since the cost was so high,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, and record sales airtime were going up, all artists desired to participate.”
He continues: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “The game provided a bigger, new demographic. Typically such music was considered music that was past it, but then when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised the genre, eliminating the outdated tag. It provided all our music a new life.”
At that time, the band's first record remained not available in the US, meaning the game served as a primary platform of discovery for the band as they went on US tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It sold well over 500,000 units in its first week, and demand for their songs rose of up to 40% during an era when the music business faced decline.
The series still motivates nimble-fingered dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is challenging enough on expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. They claimed it took months of practice of practice.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
The band previously wrapped up a successful tour when their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors informing us that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other the band has done. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs like the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the founders on the way. Recently formed developers has entered work on their first music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed such titles could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”