It has been two decades after Guitar Hero debuted across the Atlantic, giving everyday gamers the means to become rock legends. Not literally, though you'd be hard-pressed telling that someone who has nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to a song. Every sequence corresponded to particular chords, producing the sensation of an authentic performance.
The studio had already experimented with rhythm games before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the foundations for an unlikely massively profitable series which made a remarkable impact for many musicians included, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded every song because the cost was so high,” he says. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game took off, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their children to the songs they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Irish group one featured act had their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits back into vogue: “The game provided a bigger, new demographic. Generally such music was seen as outdated material, however once it got included in the game young people were finding it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”
At that time, the Answer’s first record remained not available in the US, so the game was a key medium of discovery for the group during their US tour supporting AC/DC. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band greater revenue than any of their records. It moved well over 500,000 units upon release, while demand for their songs saw an increase of up to 40% at a time as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of the thousands of cues. The streamer stated it took nine months to accomplish.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it risked overshadow all other accomplishments. Last year, the song was used in a trailer for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, including derivative titles like DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Titles such as the fan project and Fortnite Festival have kept the scene active, and there’s expectations of something from the original publisher in development. A new studio has begun work on their first music game. The initial creators are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games could be like Madden allowing annual update every year,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”