It has been two decades since Guitar Hero debuted in North America, giving everyday gamers the means to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who's nailed Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Each riff mimicked particular chords, producing the feel of an authentic live show.
The studio previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable series which made a significant influence for many musicians included, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We reproduced every song since the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game became a hit, album purchases airtime increased, all artists desired to be in.”
He continues: “One of the amazing things was how many parents reached out expressing gratitude for introducing their kids to the songs they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Generally such music was seen as outdated material, but then when it was included in the game young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the band's first record was still not available in the US, so Guitar Hero served as a primary platform for exposure for the group as they went on US tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and related stories, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their studio albums. It sold more than 500,000 copies in its first week, while demand for Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. This track is challenging even in the hardest setting, let alone played at double speed while hitting every one of its near 4,000 notes. They stated it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour before their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing all other accomplishments. Recently, the track was used in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy from the Iconic Controller
The best promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Games like Clone Hero and newer releases have kept the community alive, with expectations of something from the original publisher on the way. A new studio has entered work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game following the classic?
“Our team believed such titles might become similar to sports games where you can update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to persist with new generations.”