It has been two decades after Guitar Hero debuted across the Atlantic, offering everyday gamers the means to become rock legends. Not in reality, but try telling that someone who's nailed Free Bird’s lengthy guitar solo before a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display in time with a song. Each riff corresponded to specific notes, creating the sensation of an authentic performance.
Harmonix had already experimented in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising billion-dollar franchise that had a remarkable impact for many of the artists included, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the early budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.
“We reproduced all the music because the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was fairly certain it would fail. However, when the game became a hit, and record sales airtime increased, all artists desired to participate.”
He continues: “One of the amazing things was the number of parents reached out and thanked us for introducing their children to the music they loved. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived older hits back into vogue: “Guitar Hero provided a larger, younger audience. Generally such music was considered music that was past it, but then when it was featured on the title and teenagers discovered it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
In 2008, the band's first record remained not available stateside, meaning the game served as a primary platform of discovery for the group as they went on a North American tour supporting the rock giants. “The roadies were playing the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their records. It moved well over 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with similar mechanics but an array of personalization features. This track is challenging enough on expert mode, let alone performed at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour before Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I recall our distributors informing us that our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked overshadow all other accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, whether it’s for cars, clothes or games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. From day one, the co-founders felt that 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 five-year period from 2005 to 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the community alive, with set to be something from the original publisher in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?
“Our team believed such titles could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain optimistic. There’s no reason for it to continue for future fans.”