Marking 20 years after the legendary game hit the market in North America, providing players everywhere the tools to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Each riff corresponded to specific notes, producing the feel of a genuine live show.
The studio previously experimented in the music genre before partnering with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series which made a remarkable impact for many musicians featured, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced every song since the cost was so high,” he says. “Despite having the necessary permissions by themselves, it was 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 took off, and record sales and radio play increased, everyone wanted to participate.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they loved. It became an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “The game provided a bigger, new demographic. Generally such music was seen as music that was past it, however once it got included in the game and teenagers were finding it, abruptly it became trendy. This validated it, eliminating the outdated tag. It gave all our music a new life.”
In 2008, the band's debut album remained not available in the US, meaning the game served as a primary platform of discovery for the band during their a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and related stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band more money compared to their records. It sold well over 500,000 copies in its first week, and demand for their songs rose significantly at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult 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 difficult even in the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. They claimed requiring months of practice of practice.
“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 go to war,” says DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run when Through the Fire and Flames was featured in the third game, yet he explains it made them widely recognized. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has risked eclipsing everything else accomplishments. Last year, the track was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to do it”.
The majority installments came out over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival in 2015.
Titles like the fan project and newer releases have kept the community active, with set to be something from the founders on the way. Recently formed developers has begun production on its debut music game. Original co-founders are participating as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”