It has been two decades after Guitar Hero first launched across the Atlantic, giving players everywhere the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the screen in time with the music. Every sequence mimicked specific notes, creating the feel of an authentic live show.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later acquired by Activision in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable series that had a significant impact for many of the artists featured, showcasing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – even though the first two games mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, album purchases airtime were going up, all artists desired to participate.”
He continues: “Among the amazing things was how many parents reached out expressing gratitude for exposing their kids to the music they loved. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “The game provided a larger, younger audience. Generally such music was considered music that was past it, however when it was included in the game young people were finding it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided our catalog a new life.”
In 2008, the band's first record remained not available stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on US tour supporting the rock giants. “The roadies were playing the song during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It moved more than half a million copies upon release, while sales of their songs saw an increase of up to 40% during an era as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is challenging even in the hardest setting, not to mention played at increased tempo while hitting every one of the thousands of cues. The streamer stated requiring nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says musician Herman Li.
The band had already completed a successful tour when their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I recall our distributors calling to tell me that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
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 track was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to allow people to do it”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including spin-offs such as DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have maintained the scene alive, and there’s expectations of something from the founders in development. A new studio has begun production on their first music game. Original co-founders are participating in advisory roles. Is the world ready to embrace another game following the classic?
“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”