It has been two decades after Guitar Hero hit the market across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Figuratively speaking, but try convincing anyone who's mastered Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Each riff mimicked specific notes, creating the sensation of an authentic live show.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, later acquired by Activision in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable franchise that had a significant influence for many of the artists featured, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced every song because the cost prohibitive,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced it would fail. But once the game took off, album purchases airtime were going up, everyone wanted to be in.”
He adds: “Among the amazing things was how many parents got in touch expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer included their track in the 2008 release the popular installment. Lead musician the artist remembers how the series brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Typically such music was considered music that was past it, however once it got included in the title young people were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album was still not available in the US, meaning the game served as a primary platform of discovery for the band during their US tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It sold well over 500,000 units upon release, while demand for their songs saw an increase significantly during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s 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 gameplay and extensive personalization features. This track is challenging even in expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. They stated it took months of practice to accomplish.
“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing all other accomplishments. Recently, the song was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best marketing, whether it’s for cars, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a music icon 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 allow people to participate”.
The majority installments were released in just a five-year period from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.
Games such as the fan project and newer releases have maintained the scene active, and there’s expectations of a new product from the founders in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”