It has been 20 years after Guitar Hero debuted in North America, offering everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen synchronized to the music. Each riff mimicked particular chords, creating the feel of an authentic live show.
Harmonix previously tried its hand in the music genre before partnering with the publisher, which was acquired by Activision in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable franchise that had a significant influence for many musicians featured, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales airtime were going up, everyone wanted to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Typically such music was seen as music that was past it, but then once it got included in the game young people were finding it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”
At that time, the band's first record remained unreleased stateside, so Guitar Hero served as a primary platform for exposure for the band during their a North American tour supporting the rock giants. “The roadies had on the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It moved more than half a million copies upon release, and sales of their songs saw an increase significantly during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. The song is challenging even in the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. They claimed it took months of practice to accomplish.
“The game offers a, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and enlist,” notes musician the artist.
The band had already wrapped up a successful tour before Through the Fire and Flames 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 records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best marketing, be it for cars, clothes or games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have maintained the community alive, and there’s expectations of a new product from the original publisher in development. A new studio has begun production on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game following Guitar Hero?
“We thought those games could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”