Marking two decades since the legendary game debuted in North America, offering everyday gamers the opportunity to become a rock star. Not literally, but try telling that someone who has mastered Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the display in time with a song. Each riff corresponded to specific notes, creating the feel of an authentic performance.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later acquired by Activision in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise that had a remarkable impact for many of the artists included, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We reproduced all the music because the cost was so high,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game took off, and record sales and radio play increased, everyone wanted 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 songs they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Irish group one featured act had their track on the 2008 game the popular installment. Guitarist the artist remembers the way the game revived older hits to the forefront: “The game provided a bigger, younger audience. Typically such music was considered music that was past it, but then once it got featured on the title young people were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the band's first record remained not available in the US, so the game was a key medium of discovery for the group during their a North American tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their studio albums. It sold more than half a million copies in its first week, while demand for their songs saw an increase significantly at a time when the music business faced decline.
The series continues to inspire quick-handed dedication within the community. Earlier this year, 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 but an array of customisation options. The song is difficult enough on the hardest setting, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring months of practice to accomplish.
“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing everything else the band has done. Last year, the song featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “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 enable everyone to do it”.
Most installments came out in just a five-year period between 2005 and 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have maintained the community alive, and there’s expectations of a new product from the founders on the way. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”