Marking 20 years after the legendary game hit the market across the Atlantic, offering players everywhere the means to become a rock star. Not in reality, but try convincing someone who's mastered Free Bird’s four-minute guitar solo before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the display synchronized to a song. Each riff corresponded to specific notes, creating the sensation of an authentic performance.
The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar series which made a significant impact for many musicians included, showcasing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded every song since the cost was so high,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero took off, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “Among the amazing things was the number of parents reached out and thanked us for exposing their children to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought classic rock to the forefront: “The game provided a bigger, younger audience. Generally this had been considered music that was past it, but then once it got included in the game young people discovered it, suddenly it was cool. That legitimised the genre, eliminating the outdated tag. It provided all our music renewed popularity.”
In 2008, the band's first record was still unreleased stateside, so the game served as a primary platform for exposure for the group during their US tour supporting AC/DC. “Their crew had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the band more money compared to their records. It sold well over half a million copies upon release, while demand for Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
The series continues to inspire quick-handed dedication among its fans. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is difficult even in the hardest setting, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer stated it took nine months to accomplish.
“The game offers a, fantasy thing. If you play other games, it doesn't imply you should pick up a real gun and go to war,” notes musician Herman Li.
DragonForce previously wrapped up a profitable run before their hit was featured in the third game, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it has threatened to overshadow everything else the band has done. Recently, the song featured in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and their goal was to use technology to allow people to do it”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have maintained the scene active, with set to be a new product from the founders on the way. Recently formed developers has entered work on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles might become like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”