It has been two decades after Guitar Hero hit the market across the Atlantic, providing players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s four-minute guitar solo before a packed living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the display in time with the music. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
The studio had already experimented with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Together, they laid the groundwork for a surprising massively profitable series that had a significant influence on numerous of the artists featured, introducing decades-old bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, album purchases airtime increased, everyone wanted to participate.”
He continues: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Typically such music was seen as music that was past it, but then once it got included in the game and teenagers were finding it, abruptly it was cool. This validated it, eliminating the outdated label. It gave our catalog a new life.”
At that time, the band's first record was still not available in the US, meaning the game was a key medium of discovery for the band during their US tour supporting AC/DC. “The roadies had on the song on the tour bus, and several knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group more money than any of their records. It sold well over half a million copies upon release, while demand for Aerosmith’s music saw an increase significantly during an era as the industry faced decline.
The series still motivates quick-handed dedication among its fans. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. The song is challenging enough on expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors informing us that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing everything else the band has done. Recently, the track was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Iconic Controller
The best promotion, be it for automobiles, clothes 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. “That thrill of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to do it”.
The majority installments were released in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have kept the community active, and there’s expectations of something from the founders in development. A new studio has begun production on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games might become like Madden allowing annual releases,” Dornbrook says. “With abundant 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.”