It has been two decades since the legendary game first launched in North America, offering everyday gamers the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who has mastered Free Bird’s four-minute instrumental break before an enthusiastic crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to a song. Every sequence mimicked specific notes, creating the feel of an authentic live show.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, which was purchased by Activision in 2006. Together, they established the foundations for a surprising billion-dollar franchise which made a remarkable impact on numerous of the artists featured, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song because the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It evolved into an intergenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “The game offered a larger, new demographic. Typically such music was considered outdated material, but then once it got featured on the game and teenagers discovered it, suddenly it was cool. This validated the genre, eliminating the outdated tag. It provided our catalog a new life.”
In 2008, the Answer’s debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the band during their a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their studio albums. It moved more than 500,000 units upon release, while sales of Aerosmith’s music rose of up to 40% at a time as the industry faced decline.
The series still motivates quick-handed dedication among its fans. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting every one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow all other the band has done. Last year, the track featured in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best marketing, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. 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 do it”.
The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Titles such as Clone Hero and newer releases have kept the community alive, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”