It has been 20 years after Guitar Hero first launched across the Atlantic, providing players everywhere the means to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen in time with a song. Each riff mimicked specific notes, creating the sensation of an authentic live show.
Harmonix had already experimented with rhythm games before partnering with the publisher, later acquired by Activision in 2006. Together, they established the groundwork for a surprising massively profitable franchise that had a significant influence for many of the artists featured, showcasing classic groups to millions of younger players.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We reproduced every song since the cost was so high,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to participate.”
He continues: “One of the amazing things was the number of parents reached out and thanked us for exposing their kids to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits back into vogue: “The game offered a larger, new demographic. Generally such music was considered music that was past it, however once it got featured on the game and teenagers were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the band's first record was still not available stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Impact
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and associated stories, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group more money than any of their records. It sold more than half a million copies upon release, while sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging even in the hardest setting, not to mention played at double speed while hitting every one of the thousands of cues. They claimed requiring nine months to accomplish.
“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” notes musician Herman Li.
The band previously completed a successful tour when their hit was featured in the third game, yet he explains it made them a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Recently, the song was used in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and they wanted to use technology to enable everyone to do it”.
Most installments were released over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have kept the community active, and there’s set to be a new product from the founders on the way. Recently formed developers has entered production on their first music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”