It has been 20 years since the legendary game first launched in North America, offering everyday gamers the means to become rock legends. Not literally, but try convincing anyone who has nailed Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display in time with a song. Every sequence corresponded to specific notes, creating the feel of a genuine live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar series that had a significant impact for many of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the songs – even though initial releases primarily featured cover versions.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Irish group the Answer had their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “The game provided a larger, new demographic. Typically this had been considered music that was past it, however when it was included in the game and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the Answer’s first record was still not available stateside, so the game served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “Their crew were playing the song during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized game editions centered around their music collections and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their records. It moved more than 500,000 units upon release, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult enough on expert mode, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you should use a real gun and enlist,” notes musician Herman Li.
DragonForce had already completed a successful tour before Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I remember our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked overshadow all other the band has done. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, including derivative titles such as DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Games such as the fan project and newer releases have kept the community alive, and there’s expectations of a new product from the founders on the way. Recently formed developers has entered production on its debut music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game following the classic?
“We thought 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, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”