Marking 20 years since the legendary game debuted in North America, giving players everywhere the opportunity to become a rock star. Figuratively speaking, but try telling that anyone who has nailed Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked specific notes, creating the feel of an authentic performance.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise which made a significant influence for many of the artists featured, introducing classic groups to millions of younger players.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music since the cost was so high,” he says. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “Among the amazing things was how many parents got in touch and thanked us for exposing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Typically this had been considered music that was past it, however when it was included in the game and teenagers were finding it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the band's first record was still unreleased in the US, so the game was a key medium of discovery for the band during their a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their records. It sold more than 500,000 copies upon release, and demand for Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is challenging enough on expert mode, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” says musician the artist.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it made them widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he says. “Popularity surged 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 threatened to overshadow all other accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to do it”.
Most installments were released over a mere half-decade from 2005 to 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.
Games like the fan project and newer releases have kept the community active, with expectations of something from the original publisher in development. A new studio has begun work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“We thought those games could be like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible for it to continue with new generations.”