It has been two decades since Guitar Hero hit the market in North America, providing players everywhere the tools to become rock legends. Not literally, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to the music. Every sequence corresponded to particular chords, producing the sensation of an authentic live show.
The studio had already tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable series which made a remarkable influence on numerous musicians included, showcasing classic groups to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges in securing the songs – even though the first two games primarily featured cover versions.
“We rerecorded all the music because the cost was so high,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It evolved into an intergenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought older hits to the forefront: “The game provided a bigger, new demographic. Typically this had been considered outdated material, but then once it got featured on the game and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the band's debut album was still not available stateside, so the game was a key medium of discovery for the band during their a North American tour opening for AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Influence
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their studio albums. It moved well over half a million units in its first week, and demand for Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. The song is difficult enough on the hardest setting, let alone played at double speed and without missing every one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour before Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I recall the record label informing us that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Iconic Controller
The best marketing, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.
Titles such as Clone Hero and newer releases have maintained the community alive, with expectations of something from the founders on the way. A new studio has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”