It has been 20 years after Guitar Hero hit the market across the Atlantic, providing everyday gamers the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Developed by Harmonix, the game gave players a guitar-shaped controller to match coloured notes moving along the display synchronized to a song. Each riff mimicked particular chords, creating the sensation of a genuine live show.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Together, they laid the foundations for an unlikely billion-dollar series which made a remarkable influence for many musicians featured, showcasing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded every song since the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, and record sales and radio play were going up, all artists desired to participate.”
He continues: “One of the remarkable aspects was the number of parents got in touch and thanked us for introducing their kids to the music they adored. It became an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series revived older hits back into vogue: “The game provided a bigger, new demographic. Typically such music was seen as outdated material, but then once it got featured on the title young people were finding it, abruptly it became trendy. That legitimised the genre, eliminating the outdated tag. It gave our catalog renewed popularity.”
At that time, the band's first record remained unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the group during their a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold more than half a million copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention played at increased tempo while hitting every one of the thousands of cues. The streamer claimed requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour before Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Recently, the song featured in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the creators believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Games like Clone Hero and newer releases have maintained the community alive, with expectations of something from the founders on the way. A new studio has begun production on its debut music game. The initial creators are participating as special advisers. Is the world ready to embrace another game following Guitar Hero?
“Our team believed those games could be like Madden allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”