It has been two decades since Guitar Hero debuted in North America, giving everyday gamers the tools to feel like rock legends. Figuratively speaking, but try telling that someone who has nailed Free Bird’s four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to a song. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
The studio had already experimented in the music genre before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising massively profitable franchise which made a significant impact for many musicians featured, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, recalls the early budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “The game provided a larger, younger audience. Generally such music was considered music that was past it, however when it was featured on the game young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the outdated tag. It gave all our music a new life.”
At that time, the Answer’s debut album remained not available stateside, so Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Titles Enduring Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their records. It moved well over 500,000 units upon release, and demand for Aerosmith’s music saw an increase 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, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult even in expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. They claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up a real gun and go to war,” notes musician the artist.
The band previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Recently, the song featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Iconic Controller
The best marketing, be it for automobiles, apparel or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the creators believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback several years later.
Games like Clone Hero and newer releases have kept the community active, with set to be a new product from the original publisher in development. Recently formed developers has entered work on its debut music game. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought 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 optimistic. It's entirely possible for it to persist with new generations.”