It has been two decades since Guitar Hero debuted in North America, offering everyday gamers the means to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to a song. Every sequence corresponded to particular chords, creating the feel of an authentic performance.
The studio had already tried its hand in the music genre before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series that had a remarkable impact on numerous musicians featured, introducing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured cover versions.
“We reproduced every song since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales airtime were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought classic rock to the forefront: “The game provided a larger, new demographic. Typically such music was seen as outdated material, but then when it was featured on the title and teenagers were finding it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
In 2008, the band's first record was still unreleased stateside, so the game served as a primary platform for exposure for the band during their a North American tour opening for the rock giants. “Their crew were playing the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their studio albums. It moved more than half a million copies in its first week, while demand for their songs saw an increase significantly during an era as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is challenging even in expert mode, not to mention performed at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” says musician Herman Li.
The band previously completed a profitable run when their hit appeared in the third game, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it has threatened to eclipsing all other accomplishments. Recently, the song featured in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
The best marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have kept the scene active, with set to be something from the original publisher on the way. A new studio has begun work on its debut music game. The initial creators are participating as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“We thought such titles could be like Madden 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 continue for future fans.”