It has been two decades after the legendary game debuted across the Atlantic, giving players everywhere the opportunity to feel like rock legends. Not literally, but try convincing anyone who's nailed Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by Harmonix, the game 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 sensation of a genuine performance.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by Activision in 2006. Together, they laid the groundwork for a surprising massively profitable series which made a remarkable impact for many of the artists featured, showcasing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game became a hit, and record sales airtime were going up, everyone wanted to participate.”
He continues: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Generally such music was seen as outdated material, but then when it was featured on the game young people were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the Answer’s debut album remained not available in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their studio albums. It sold well over 500,000 copies in its first week, while sales of their songs saw an increase significantly at a time when the music business faced decline.
The series continues to inspire quick-handed fanaticism within the community. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. This track is difficult enough on expert mode, let alone played at double speed and without missing a single one of the thousands of cues. They stated it took nine months of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before their hit was featured in the third game, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked overshadow all other accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or games, goes further than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, except for a brief comeback in 2015.
Games like the fan project and newer releases have kept the scene active, and there’s set to be a new product from the founders in development. Recently formed developers has entered work on its debut music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”