It has been two decades since Guitar Hero debuted across the Atlantic, providing everyday gamers the opportunity to become a rock star. Figuratively speaking, but try convincing anyone who's nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with a song. Each riff mimicked specific notes, creating the feel of an authentic live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable series that had a remarkable influence for many of the artists included, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded every song since the cost was so high,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game took off, album purchases airtime were going up, everyone wanted to be in.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series brought older hits to the forefront: “The game provided a bigger, new demographic. Typically this had been seen as music that was past it, but then when it was included in the game young people were finding it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It gave our catalog renewed popularity.”
In 2008, the band's debut album was still not available stateside, meaning the game was a key medium of discovery for the group as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money than any of their studio albums. It sold well over 500,000 units in its first week, while demand for their songs saw an increase significantly during an era when the music business faced decline.
Guitar Hero still motivates nimble-fingered dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. The song is challenging enough on expert mode, not to mention performed at double speed and without missing every one of the thousands of cues. They stated it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.
The band had already wrapped up a successful tour before 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 informing us that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing all other the band has done. Last year, the track was used in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, be it for cars, clothes or games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have kept the community alive, with expectations of a new product from the original publisher in development. Recently formed developers has begun production on their first music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game in the spirit of the classic?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. It's entirely possible for it to persist for future fans.”