It has been 20 years since Guitar Hero first launched across the Atlantic, giving everyday gamers the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s lengthy instrumental break before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the screen in time with the music. Each riff mimicked specific notes, producing the feel of a genuine live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, later acquired by Activision in 2006. Together, they established the foundations for an unlikely massively profitable series that had a remarkable impact for many of the artists featured, introducing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once the game became a hit, album purchases and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many parents reached out expressing gratitude for introducing their kids to the songs they loved. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group one featured act included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically such music was considered music that was past it, however when it was included in the title young people were finding it, suddenly it was cool. This validated the genre, eliminating the outdated label. It gave our catalog a new life.”
At that time, the Answer’s first record was still not available in the US, so the game was a key medium of discovery for the band during their a North American tour opening for AC/DC. “Their crew had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Influence
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on 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 more money than any of their records. It sold more than 500,000 units in its first week, while demand for Aerosmith’s music saw an increase significantly at a time when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. They claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should use a real gun and go to war,” says musician Herman Li.
DragonForce previously wrapped up a profitable run before their hit appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow everything else accomplishments. Last year, the track featured in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to do it”.
Most installments were released over a mere half-decade between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Games such as Clone Hero and Fortnite Festival have maintained the community active, and there’s set to be a new product from the founders in development. A new studio has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry following the classic?
“Our team believed such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”