Marking two decades after Guitar Hero first launched in North America, providing everyday gamers the tools to become rock legends. Figuratively speaking, but try convincing someone who has nailed the epic lengthy instrumental break before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with the music. Each riff corresponded to particular chords, producing the sensation of an authentic live show.
Harmonix previously experimented in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a significant influence for many of the artists included, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the songs – despite the fact the first two games primarily featured cover versions.
“We reproduced all the music because the cost prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, and record sales airtime were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero provided a larger, younger audience. Generally 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 became trendy. That legitimised the genre, and got rid of the outdated tag. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album was still unreleased stateside, meaning the game served as a primary platform of discovery for the group during their a North American tour supporting the rock giants. “The roadies were playing the song on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles and Lasting Impact
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and related stories, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band more money compared to their records. It moved well over half a million units in its first week, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.
The series continues to inspire quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. This track is difficult enough on the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” says musician the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I recall the record label informing us that our selling albums like crazy,” he says. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it risked eclipsing everything else the band has done. Recently, the song was used in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, be it for automobiles, apparel or video games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to participate”.
Most installments came out over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have kept the community active, with expectations of something from the founders on the way. Recently formed developers has entered production on its debut music game. Original co-founders are both involved as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles might become like Madden where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”