It has been 20 years since the legendary game debuted across the Atlantic, providing everyday gamers the means to feel like a rock star. Figuratively speaking, but try convincing anyone who has nailed Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the display in time with the music. Every sequence mimicked specific notes, producing the sensation of a genuine performance.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a remarkable influence for many of the artists included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once the game became a hit, album purchases airtime increased, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series revived classic rock back into vogue: “The game provided a larger, new demographic. Generally this had been seen as outdated material, but then once it got featured on the title and teenagers were finding it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It provided our catalog a new life.”
In 2008, the Answer’s debut album remained unreleased in the US, so the game was a key medium of discovery for the band as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.
Major Band Spin-offs Enduring Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue compared to their records. It moved well over 500,000 units in its first week, while sales of Aerosmith’s music rose significantly at a time as the industry faced decline.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging even in expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” notes musician the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing all other accomplishments. Last year, the song featured in a trailer for a major film. “Previously I thought differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators believed humans have a natural urge to make music, and they wanted to use technology to allow people to do it”.
Most installments came out in just a five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Games like the fan project and newer releases have maintained the community alive, and there’s set to be a new product from the founders on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?
“We thought those games might become like Madden 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 for it to persist for future fans.”