Marking two decades after Guitar Hero first launched in North America, offering players everywhere the tools to feel like rock legends. Not literally, but try convincing someone who's mastered Free Bird’s four-minute instrumental break before a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with a song. Each riff mimicked specific notes, producing the sensation of an authentic performance.
The studio had already experimented with rhythm games prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable series which made a remarkable impact on numerous of the artists featured, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced every song since the dollar figure was so high,” he says. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally such music was seen as outdated material, however once it got included in the title young people were finding it, suddenly it was cool. This validated the genre, and got rid of the outdated label. It provided all our music renewed popularity.”
In 2008, the band's first record was still unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for the rock giants. “Their crew were playing the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated stories, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their studio albums. It moved more than 500,000 copies in its first week, and demand for their songs saw an increase significantly at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. This track is challenging enough on expert mode, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They stated it took nine months of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” notes musician Herman Li.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it risked eclipsing everything else the band has done. Last year, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
The best marketing, whether it’s for cars, clothes or games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to use technology to allow people to do it”.
The majority installments came out over a mere five-year period between 2005 and 2010, including spin-offs like DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have maintained the community alive, and there’s set to be a new product from the original publisher on the way. A new studio has entered production on their first music game. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason for it to continue for future fans.”