It has been two decades since Guitar Hero hit the market in North America, providing everyday gamers the means to feel like rock legends. Figuratively speaking, but try convincing someone who has nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Each riff corresponded to specific notes, producing the feel of a genuine live show.
Harmonix had already tried its hand in the music genre before partnering with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise which made a significant influence for many of the artists included, showcasing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges of licensing the songs – even though initial releases primarily featured cover versions.
“We rerecorded every song since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. 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 became a hit, album purchases airtime were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the music they adored. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Typically this had been considered outdated material, but then once it got featured on the title and teenagers discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the band's first record was still not available stateside, meaning Guitar Hero was a key medium for exposure for the group during their a North American tour opening for AC/DC. “The roadies had on the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their studio albums. It moved more than half a million copies in its first week, while sales of their songs saw an increase significantly during an era when the music business faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. This track is difficult even in the hardest setting, let alone played at double speed while hitting every one of its near 4,000 notes. They claimed requiring months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and enlist,” notes musician the artist.
DragonForce previously completed a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors informing us that our selling albums like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it threatened to overshadow all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to allow people to do it”.
Most installments came out in just a five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, except for a short-lived revival several years later.
Games such as the fan project and Fortnite Festival have kept the scene alive, with expectations of a new product from the founders on the way. A new studio has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“We thought such titles might become like Madden where you can releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”