It has been 20 years since Guitar Hero hit the market across the Atlantic, offering players everywhere the tools to feel like a rock star. Not in reality, but try telling that someone who's mastered Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Developed by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to a song. Every sequence corresponded to particular chords, creating the feel of a genuine live show.
The studio had already experimented with rhythm games before partnering with the publisher, which was acquired by Activision during the mid-2000s. Together, they laid the foundations for a surprising massively profitable series which made a remarkable impact on numerous musicians included, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play increased, everyone wanted to participate.”
He adds: “Among the amazing things was how many parents got in touch and thanked us for introducing their children to the music they adored. It evolved into an intergenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been seen as music that was past it, but then when it was featured on the game young people were finding it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the band's debut album remained unreleased stateside, so Guitar Hero was a key medium of discovery for the band during their US tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their studio albums. It sold more than half a million units upon release, while demand for their songs saw an increase significantly at a time as the industry faced decline.
The series continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. This track is challenging enough on expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer claimed requiring nine months of practice.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and go to war,” says DragonForce guitarist the artist.
DragonForce previously completed a profitable run before their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else accomplishments. Last year, the track featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, be it for automobiles, apparel or video games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the creators believed there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to do it”.
The majority installments came out over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Titles such as the fan project and newer releases have maintained the community alive, and there’s expectations of something from the founders in development. A new studio has entered production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game following Guitar Hero?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”