It has been 20 years since Guitar Hero first launched across the Atlantic, offering players everywhere the tools to become a rock star. Not in reality, but try telling that anyone who has mastered the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked specific notes, producing the sensation of an authentic live show.
The studio previously experimented in the music genre before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising massively profitable series that had a remarkable influence on numerous of the artists included, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the early budgetary hurdles in securing the recordings – even though initial releases primarily featured cover versions.
“We rerecorded every song since the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases and radio play were going up, all artists desired to be in.”
He continues: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their kids to the music they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group the Answer had their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived older hits back into vogue: “The game provided a bigger, younger audience. Generally such music was seen as outdated material, however once it got featured on the game young people discovered it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album remained not available in the US, meaning the game was a key medium of discovery for the group during their a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It sold more than half a million units 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.
The series still motivates quick-handed dedication among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging enough on expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “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 top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to overshadow everything else the band has done. Last year, the song was used in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
The best marketing, whether it’s for cars, apparel or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.
Most installments came out over a mere five-year period between 2005 and 2010, including spin-offs such as the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have maintained the scene active, with set to be a new product from the original publisher in development. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed such titles could be similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”