It has been two decades since the legendary game first launched in North America, providing everyday gamers the tools to feel like a rock star. Not in reality, but try convincing anyone who has mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to a song. Each riff mimicked specific notes, producing the sensation of a genuine live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a significant influence for many of the artists featured, introducing classic groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song since the cost prohibitive,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game took off, and record sales airtime were going up, everyone wanted to be in.”
He continues: “Among the amazing things was the number of mothers and fathers reached out and thanked us for introducing their kids to the music they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “The game offered a larger, new demographic. Typically such music was considered music that was past it, however once it got included in the title and teenagers discovered it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased stateside, meaning the game was a key medium of discovery for the band during their a North American tour supporting AC/DC. “Their crew were playing the song during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on their music collections and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their records. It sold more than half a million copies in its first week, while sales of their songs saw an increase of up to 40% during an era when the music business faced decline.
The series still motivates nimble-fingered fanaticism within the community. Recently, an online personality completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is difficult enough on expert mode, let alone played at double speed and without missing a single one of the thousands of cues. They claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist Herman Li.
The band had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of top acts at the event.”
In fact, the band's visibility via the game proved so vast that it risked overshadow all other accomplishments. Last year, the track was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier marketing, be it for cars, apparel or games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to do it”.
Most installments came out in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals waned, except for a brief comeback several years later.
Titles like the fan project and newer releases have kept the scene active, and there’s set to be something from the founders in development. A new studio has entered work on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain optimistic. It's entirely possible why it can’t continue for future fans.”