Marking two decades since the legendary game first launched in North America, providing everyday gamers the opportunity to become a rock star. Not in reality, but try convincing anyone who's mastered Free Bird’s four-minute instrumental break in front of an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the display synchronized to a song. Each riff mimicked particular chords, creating the sensation of an authentic live show.
Harmonix previously experimented in the music genre before partnering with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable series which made a significant impact for many of the artists featured, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game became a hit, album purchases airtime were going up, 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 exposing their kids to the songs they adored. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls how the series brought older hits back into vogue: “The game offered a bigger, younger audience. Typically this had been seen as outdated material, however when it was included in the title young people were finding it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the Answer’s first record was still not available stateside, so Guitar Hero served as a primary platform for exposure for the group during their US tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue than any of their records. It sold more than half a million copies upon release, and demand for their songs saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. The song is difficult even in the hardest setting, not to mention performed at double speed and without missing a single one of the thousands of cues. They claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up a real gun and enlist,” notes musician Herman Li.
DragonForce had already wrapped up a successful tour before their hit was featured in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow all other the band has done. Recently, the track featured in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier marketing, be it for automobiles, apparel or video games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were 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 their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback several years later.
Games such as the fan project and newer releases have kept the community alive, and there’s set to be something from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed such titles could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”