It has been two decades after Guitar Hero debuted across the Atlantic, providing everyday gamers the tools to feel like rock legends. Figuratively speaking, but try telling that someone who's mastered the epic lengthy guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes moving along the screen in time with a song. Each riff corresponded to particular chords, producing the feel of an authentic live show.
Harmonix previously experimented with rhythm games before partnering with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable franchise which made a significant influence for many of the artists featured, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when the game became a hit, and record sales airtime increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits back into vogue: “The game provided a larger, younger audience. Typically such music was considered music that was past it, however when it was featured on the title young people were finding it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
At that time, the Answer’s debut album was still not available in the US, so Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour opening for AC/DC. “The roadies had on the song on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the band more money than any of their studio albums. It sold more than 500,000 copies in its first week, and 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, a streamer achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. This track is difficult even in expert mode, not to mention performed at double speed while hitting a single one of the thousands of cues. They claimed it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour when their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it threatened to overshadow everything else accomplishments. Recently, the track was used in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the creators felt that humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have kept the community active, and there’s set to be a new product from the founders in development. A new studio has entered work on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“We thought those games could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to continue for future fans.”