Marking two decades since Guitar Hero hit the market across the Atlantic, giving everyday gamers the tools to become a rock star. Figuratively speaking, but try convincing anyone who has nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the screen in time with the music. Every sequence corresponded to particular chords, creating the feel of a genuine performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by Activision in 2006. Collaboratively, they established the foundations for a surprising billion-dollar series which made a significant impact for many musicians featured, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “Among the amazing things was the number of mothers and fathers reached out and thanked us for introducing their kids to the music they adored. It became a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game revived older hits back into vogue: “The game offered a bigger, new demographic. Generally such music was considered music that was past it, but then once it got included in the game young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the outdated label. It gave our catalog renewed popularity.”
At that time, the band's debut album remained not available in the US, meaning the game was a key medium for exposure for the group during their a North American tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and several knew us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Influence
Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It moved well over half a million units in its first week, and demand for their songs saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is challenging even in expert mode, not to mention played at double speed while hitting every one of the thousands of cues. The streamer stated requiring 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 actual weapons and go to war,” says DragonForce guitarist the artist.
DragonForce previously completed a successful tour before their hit was featured in the third game, yet he explains it made them a household name. “I recall the record label informing us that our selling albums rapidly,” he says. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow everything else the band has done. Recently, the song featured in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier marketing, be it for cars, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles like the DJ version, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have kept the scene alive, with expectations of something from the founders on the way. A new studio has entered production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. It's entirely possible why it can’t continue for future fans.”