Marking 20 years since the legendary game hit the market in North America, providing players everywhere the tools to feel like a rock star. Not in reality, but try convincing anyone who's mastered Free Bird’s lengthy guitar solo in front of a packed living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the display synchronized to a song. Each riff corresponded to 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 Activision in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar series which made a significant impact for many musicians included, introducing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. But once the game took off, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the music they adored. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “The game offered a larger, new demographic. Generally such music was considered outdated material, however once it got included in the game young people were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
In 2008, the band's first record was still not available in the US, so Guitar Hero was a key medium of discovery for the group as they went on US tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Titles Enduring Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their records. It moved well over 500,000 copies in its first week, while demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing every one of the thousands of cues. They stated it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and enlist,” notes musician Herman Li.
DragonForce previously completed a profitable run before their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were records were moving like crazy,” he shares. “Popularity surged 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 threatened to eclipsing everything else accomplishments. Recently, the song featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
The best promotion, whether it’s for cars, apparel or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Titles like Clone Hero and newer releases have kept the community active, with expectations of a new product from the original publisher in development. Recently formed developers has entered production on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following the classic?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”