Marking 20 years since Guitar Hero first launched in North America, offering everyday gamers the tools to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered the epic four-minute instrumental break in front of a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the display in time with the music. Every sequence corresponded to particular chords, creating the sensation of an authentic performance.
The studio had already experimented in the music genre prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series which made a remarkable influence for many of the artists featured, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the cost was so high,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, and record sales airtime were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “The game provided a bigger, new demographic. Generally this had been seen as music that was past it, but then once it got featured on the game young people discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the band's debut album remained unreleased stateside, so Guitar Hero served as a primary platform of discovery for the group during their US 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.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and related stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their records. It sold more than half a million copies in its first week, and sales of their songs rose of up to 40% during an era as the industry faced decline.
The series continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. This track is challenging enough on the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They stated requiring nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I remember our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
The best promotion, whether it’s for automobiles, apparel or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus on peripherals waned, except for a brief comeback several years later.
Titles like the fan project and newer releases have maintained the community alive, and there’s expectations of a new product from the original publisher in development. A new studio has begun production on their first music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?
“Our team believed such titles could be like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”