It has been two decades since Guitar Hero hit the market in North America, giving everyday gamers the tools to feel like rock legends. Figuratively speaking, but try telling that anyone who's nailed the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Each riff corresponded to particular chords, creating the feel of a genuine performance.
The studio previously experimented with rhythm games before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable franchise which made a significant influence on numerous of the artists included, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game became a hit, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many parents reached out expressing gratitude for introducing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Typically such music was seen as music that was past it, however once it got included in the game and teenagers discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the Answer’s debut album remained unreleased stateside, meaning the game served as a primary platform of discovery for the band during their US tour opening for AC/DC. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their studio albums. It sold well over half a million copies upon release, while demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. The song is challenging even in the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. The streamer stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should use a real gun and go to war,” says musician the artist.
The band had already wrapped up a profitable run when their hit was featured in the third game, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked overshadow all other accomplishments. Recently, the track featured 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, that's fine – everyone’s got their own musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators felt that humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most installments came out over a mere five-year period between 2005 and 2010, including derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as Clone Hero and newer releases have kept the community active, and there’s expectations of a new product from the founders in development. Recently formed developers has entered work on its debut music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed those games could be like Madden allowing annual releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”