Marking two decades since Guitar Hero hit the market across the Atlantic, offering everyday gamers the means to feel like a rock star. Not literally, but try telling that someone who has nailed Free Bird’s four-minute guitar solo in front of a packed living-room audience.
Created by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
The studio had already tried its hand in the music genre before partnering with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable series which made a remarkable influence on numerous of the artists included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges in securing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song because the cost prohibitive,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, album purchases and radio play increased, everyone wanted to be in.”
He continues: “Among the amazing things was the number of parents reached out expressing gratitude for exposing their children to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Lead musician the artist remembers how the series revived older hits to the forefront: “The game offered a larger, younger audience. Generally this had been seen as outdated material, but then once it got included in the title and teenagers discovered it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It gave all our music a new life.”
At that time, the band's debut album was still unreleased in the US, so Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew were playing the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their studio albums. It moved more than 500,000 units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. The song is challenging even in expert mode, not to mention played at increased tempo while hitting every one of the thousands of cues. They stated it took months of practice of practice.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” notes musician Herman Li.
DragonForce previously completed a profitable run when their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked overshadow everything else accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including spin-offs like the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s set to be a new product from the founders in development. A new studio has entered work on their first music game. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry following the classic?
“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”