It has been two decades since the legendary game debuted in North America, providing players everywhere the means to become rock legends. Not literally, but try convincing anyone who's mastered Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to the music. Every sequence mimicked specific notes, creating the sensation of an authentic performance.
Harmonix had already tried its hand in the music genre before partnering with the publisher, which was purchased by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise that had a remarkable impact for many of the artists included, introducing decades-old groups to millions of younger players.
Michael Dornbrook, former COO from the developer, remembers the early financial challenges in securing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their children to the music they adored. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “The game provided a larger, younger audience. Generally this had been seen as outdated material, however once it got featured on the title and teenagers discovered it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the Answer’s debut album was still unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the band during their US tour supporting the rock giants. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their records. It moved more than 500,000 units upon release, while sales of their songs saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. This track is challenging even in the hardest setting, let alone performed at increased tempo while hitting every one of the thousands of cues. They claimed it took months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use a real gun and enlist,” notes musician Herman Li.
DragonForce previously wrapped up a profitable run when their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track was used in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best marketing, be it for automobiles, clothes or games, goes further than selling something – it evokes a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most installments were released over a mere five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Titles such as the fan project and newer releases have maintained the community active, with set to be a new product from the founders on the way. Recently formed developers has entered work on its debut music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“We thought such titles could be like Madden where you can update every year,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”