Marking two decades since Guitar Hero hit the market across the Atlantic, giving players everywhere the tools to become a rock star. Figuratively speaking, but try telling that anyone who's mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to a song. Each riff corresponded to particular chords, creating the feel of a genuine live show.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they established the foundations for an unlikely billion-dollar franchise that had a significant influence for many musicians featured, introducing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – even though the first two games mostly used cover versions.
“We reproduced every song because the cost prohibitive,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero took off, and record sales airtime increased, everyone wanted to be in.”
He continues: “One of the amazing things was how many parents reached out and thanked us for introducing their children to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “The game provided a larger, new demographic. Typically this had been seen as music that was past it, however when it was included in the game and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
In 2008, the band's debut album remained not available in the US, so Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour supporting the rock giants. “The roadies were playing the song during travel, and several knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their records. It moved more than 500,000 units upon release, and demand for their songs rose of up to 40% at a time as the industry faced decline.
The series still motivates quick-handed dedication 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 Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. The song is difficult enough on the hardest setting, let alone performed at increased tempo and without missing every one of its near 4,000 notes. They stated requiring nine months of practice.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
In fact, the band's visibility via the game proved so vast that it threatened to eclipsing all other the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – each person has 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, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.
Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have maintained the scene alive, and there’s expectations of a new product from the founders on the way. A new studio has entered production on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers ready to embrace another game following the classic?
“We thought such titles might become like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”