It has been two decades after the legendary game debuted in North America, providing players everywhere the opportunity to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s four-minute guitar solo before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to a song. Each riff corresponded to particular chords, producing the feel of an authentic performance.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a remarkable impact for many of the artists included, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial budgetary hurdles of licensing the songs – even though initial releases primarily featured cover versions.
“We reproduced all the music because the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, and record sales and radio play increased, everyone wanted to participate.”
He continues: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Generally such music was seen as outdated material, but then when it was included in the title young people were finding it, suddenly it became trendy. This validated it, eliminating the outdated tag. It gave all our music renewed popularity.”
At that time, the band's first record remained unreleased stateside, meaning the game was a key medium for exposure for the band during their US tour supporting AC/DC. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated stories, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the group more money compared to their studio albums. It sold well over half a million copies in its first week, while sales of their songs saw an increase of up to 40% at a time when the music business faced decline.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. This track is challenging enough on the hardest setting, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes musician the artist.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I remember the record label calling to tell me 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.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing all other the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the creators felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to participate”.
Most installments came out in just a five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have maintained the community alive, with set to be something from the founders on the way. Recently formed developers has entered work on their first music game. The initial creators are participating in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”