It has been 20 years after the legendary game first launched across the Atlantic, providing everyday gamers the opportunity to become a rock star. Not in reality, but try telling that anyone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Each riff mimicked particular chords, creating the feel of an authentic live show.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by Activision in 2006. Together, they laid the foundations for a surprising massively profitable series that had a remarkable impact on numerous of the artists featured, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded every song because the cost was so high,” he explains. “Even with the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their children to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Irish group one featured act had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game revived classic rock back into vogue: “The game provided a larger, younger audience. Typically this had been considered music that was past it, however once it got featured on the title young people discovered it, abruptly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the band's debut album was still unreleased stateside, meaning Guitar Hero was a key medium for exposure for the band during their US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and associated lore, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It sold well over 500,000 units in its first week, and sales of their songs saw an increase of up to 40% during an era as the industry faced decline.
The series continues to inspire quick-handed dedication within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. This track is difficult even in the hardest setting, let alone performed at double speed and without missing a single one of the thousands of cues. They stated requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to pick up a real gun and enlist,” says musician Herman Li.
DragonForce had already wrapped up a profitable run before their hit was featured in the third game, but Li says it made them a household name. “I remember the record label informing us that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow all other accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best marketing, be it for cars, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, except for a short-lived revival in 2015.
Titles such as the fan project and newer releases have kept the community active, with set to be something from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”