Marking two decades after Guitar Hero hit the market across the Atlantic, giving everyday gamers the opportunity to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to a song. Every sequence corresponded to particular chords, creating the sensation of an authentic live show.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise that had a significant impact for many musicians included, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when the game became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Typically this had been seen as outdated material, however once it got featured on the title and teenagers were finding it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the Answer’s debut album remained unreleased stateside, so Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money than any of their studio albums. It sold more than 500,000 units upon release, and sales of Aerosmith’s music rose significantly during an era as the industry faced decline.
The series continues to inspire quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. The song is challenging even in the hardest setting, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should use a real gun and go to war,” says musician the artist.
The band previously wrapped up a profitable run before their hit appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for cars, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed humans have a natural human desire to make music, and their goal was to use technology to allow people to do it”.
The majority installments came out over a mere five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, except for a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have kept the scene alive, with set to be something from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed those games might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”