It has been two decades since Guitar Hero debuted across the Atlantic, offering players everywhere the means to become rock legends. Not in reality, but try convincing someone who has mastered Free Bird’s lengthy guitar solo in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen in time with a song. Each riff mimicked particular chords, producing the sensation of a genuine performance.
The studio had already experimented in the music genre prior to teaming up with the publisher, which was purchased by Activision in 2006. Together, they established the groundwork for a surprising massively profitable series which made a remarkable impact for many of the artists included, introducing classic groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he says. “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 fairly certain the project would flop. But once the game became a hit, album purchases airtime increased, all artists desired to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series revived older hits to the forefront: “Guitar Hero offered a larger, new demographic. Typically such music was considered outdated material, but then when it was featured on the title young people discovered it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the Answer’s first record remained not available stateside, meaning Guitar Hero was a key medium of discovery for the band as they went on a North American tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their records. It moved well over half a million copies upon release, and sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. The song is difficult even in expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. They claimed requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” says musician Herman Li.
The band had already wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors informing us that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else the band has done. Last year, the track was used in a trailer for a major film. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to participate”.
Most installments were released in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a short-lived revival several years later.
Games such as Clone Hero and newer releases have kept the community alive, and there’s set to be a new product from the original publisher on the way. A new studio has begun production on its debut music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought such titles might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”