Marking 20 years after Guitar Hero debuted in North America, offering players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s four-minute instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Together, they established the foundations for an unlikely billion-dollar franchise which made a significant influence for many musicians featured, showcasing decades-old bands to a new generation of younger players.
A former executive, former COO from the developer, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as the Who – the publisher had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their kids to the songs they adored. It became an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero offered a larger, new demographic. Typically such music was seen as outdated material, but then when it was included in the title and teenagers discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the Answer’s debut album remained not available stateside, so the game served as a primary platform for exposure for the group as they went on a North American tour supporting the rock giants. “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 and Lasting Impact
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band more money than any of their records. It sold well over half a million copies upon release, while demand for their songs rose significantly at a time when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. The song is difficult even in expert mode, let alone played at double speed while hitting every one of the thousands of cues. The streamer stated requiring nine months of practice.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you should use a real gun and go to war,” notes DragonForce guitarist the artist.
The band had already completed a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I remember the record label informing us that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the song was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, be it for automobiles, apparel or games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the creators believed humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Games such as the fan project and Fortnite Festival have kept the scene alive, with set to be something from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry following the classic?
“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”