Marking two decades after the legendary game debuted in North America, offering everyday gamers the opportunity to become rock legends. Not literally, though you'd be hard-pressed telling that someone who's nailed Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the display in time with the music. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar franchise which made a significant impact on numerous musicians featured, introducing classic groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges of licensing the songs – even though the first two games mostly used cover versions.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It became a multigenerational thing.”
Classic Rock Finds a New Audience
Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought older hits back into vogue: “The game provided a bigger, younger audience. Generally such music was considered music that was past it, however once it got included in the title young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated label. It gave all our music a new life.”
In 2008, the Answer’s first record remained unreleased in the US, meaning Guitar Hero was a key medium of discovery for the band as they went on US tour opening for AC/DC. “Their crew had on the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It sold more than half a million units in its first week, and sales of 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 completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on expert mode, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist the artist.
The band had already completed a successful tour when their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing all other accomplishments. Recently, the song was used in promotional material for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.
Titles such as the fan project and newer releases have maintained the community alive, and there’s expectations of something from the founders in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“Our team believed such titles could be like Madden where you can releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, thus I remain optimistic. There’s no reason for it to persist for future fans.”