It has been two decades since the legendary game hit the market across the Atlantic, providing players everywhere the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the display in time with the music. Each riff mimicked specific notes, producing the feel of a genuine live show.
The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a remarkable influence for many of the artists featured, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the early financial challenges in securing the recordings – even though initial releases mostly used rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was the number of parents reached out expressing gratitude for exposing their kids to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically such music was seen as outdated material, however when it was featured on the game young people discovered it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It gave our catalog renewed popularity.”
At that time, the band's first record remained unreleased in the US, so the game was a key medium for exposure for the group as they went on a North American tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group greater revenue compared to their studio albums. It moved well over 500,000 copies in its first week, while demand for their songs rose significantly at a time as the industry was already collapsing.
The series still motivates quick-handed fanaticism within the community. Recently, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is difficult enough on the hardest setting, not to mention performed at double speed while hitting every one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band previously completed a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I remember the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it has threatened to overshadow all other accomplishments. Last year, the song was used in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role of people’s lives”.
Enduring Legacy from the Iconic Controller
The best marketing, be it for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the creators believed there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Titles such as the fan project and Fortnite Festival have maintained the community active, with set to be a new product from the founders in development. A new studio has begun production on its debut music game. The initial creators are participating as special advisers. Is the world 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 new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”