Marking two decades since the legendary game debuted in North America, offering players everywhere the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Developed by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with the music. Every sequence mimicked particular chords, producing the feel of an authentic live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series which made a significant impact for many of the artists featured, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded every song because the cost was so high,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Generally such music was considered outdated material, however once it got included in the game and teenagers were finding it, abruptly it became trendy. This validated it, eliminating the outdated tag. It provided all our music a new life.”
In 2008, the band's debut album remained unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the band as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Influence
Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the group greater revenue than any of their records. It moved well over 500,000 copies in its first week, and sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. The song is difficult enough on expert mode, let alone played at increased tempo and without missing a single one of the thousands of cues. They claimed requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
The band had already wrapped up a successful tour before their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing all other accomplishments. Last year, the track was used in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
The best marketing, be it for automobiles, apparel or games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the co-founders believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most installments came out over a mere half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have maintained the community active, and there’s set to be a new product from the founders in development. Recently formed developers has begun production on its debut music game. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following the classic?
“We thought those games could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason for it to persist for future fans.”