It has been 20 years after the legendary game first launched across the Atlantic, giving everyday gamers the opportunity to feel like rock legends. Not literally, but try telling that someone who has mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the screen synchronized to a song. Each riff mimicked particular chords, producing the sensation of a genuine live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the groundwork for a surprising massively profitable franchise which made a significant impact for many of the artists included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – even though the first two games primarily featured cover versions.
“We reproduced every song since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as music that was past it, however once it got included in the game young people were finding it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the Answer’s first record remained unreleased in the US, so the game was a key medium of discovery for the band during their US tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their records. It sold well over half a million units upon release, while demand for Aerosmith’s music rose significantly at a time when the music business was already collapsing.
The series still motivates nimble-fingered dedication within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. The song is challenging even in the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts at the event.”
In fact, the band's visibility via the game was so immense that it has threatened to overshadow everything else accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best promotion, be it for cars, clothes or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.
Most installments came out over a mere five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Games such as the fan project and newer releases have kept the community alive, and there’s set to be a new product from the founders in development. A new studio has entered production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry following the classic?
“We thought those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to continue for future fans.”