It has been two decades since Guitar Hero debuted across the Atlantic, offering everyday gamers the tools to feel like rock legends. Not literally, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute instrumental break before a packed crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Each riff corresponded to particular chords, producing the feel of an authentic live show.
Harmonix had already experimented in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series that had a significant influence for many musicians included, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We reproduced every song because the cost was so high,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”
He continues: “One of the amazing things was the number of parents got in touch and thanked us for exposing their kids to the music they adored. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish group one featured act had their track in the 2008 release the popular installment. Lead musician the artist remembers the way the game revived older hits back into vogue: “The game provided a bigger, new demographic. Typically this had been seen as music that was past it, but then when it was featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised the genre, eliminating the outdated label. It provided all our music a new life.”
In 2008, the band's debut album was still not available stateside, so Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their records. It moved more than half a million copies upon release, and demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.
The series still motivates quick-handed dedication among its fans. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging enough on expert mode, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. They stated requiring nine months to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and enlist,” says musician the artist.
DragonForce had already completed a profitable run before their hit was featured on Guitar Hero III, but Li says it made them a household name. “I recall the record label informing us that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed just before top acts at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it risked overshadow everything else accomplishments. Recently, the song featured in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
The best promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Titles such as the fan project and newer releases have maintained the scene alive, with set to be something from the original publisher on the way. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought such titles could be like Madden allowing annual releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, thus I remain optimistic. There’s no reason for it to persist with new generations.”