Marking two decades since the legendary game debuted across the Atlantic, offering everyday gamers the opportunity to feel like a rock star. Not in reality, but try convincing anyone who's nailed Free Bird’s four-minute guitar solo in front of a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the display in time with the music. Each riff corresponded to specific notes, producing the feel of an authentic live show.
The studio had already tried its hand in the music genre prior to teaming up with the publisher, later purchased by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable series that had a remarkable influence on numerous of the artists featured, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used cover versions.
“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. But once the game became a hit, and record sales and radio play were going up, all artists desired to be in.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived older hits back into vogue: “The game provided a larger, new demographic. Generally this had been considered outdated material, but then once it got included in the game and teenagers were finding it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the band's first record was still not available in the US, so the game served as a primary platform for exposure for the band during their a North American tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and associated stories, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the band greater revenue compared to their studio albums. It sold more than half a million copies upon release, while demand for Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. This track is difficult even in expert mode, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They stated it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.
The band previously completed a profitable run before their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that our records were moving like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it risked eclipsing all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best promotion, be it for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, including derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have maintained the scene active, and there’s expectations of a new product from the founders in development. A new studio has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry following the classic?
“We thought those games might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”