Marking 20 years after Guitar Hero debuted across the Atlantic, providing players everywhere the means to feel like rock legends. Not literally, though you'd be hard-pressed convincing someone who has nailed Free Bird’s lengthy instrumental break before a packed living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Every sequence mimicked specific notes, producing the sensation of an authentic live show.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar franchise which made a remarkable influence for many musicians featured, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when the game became a hit, and record sales airtime increased, all artists desired to participate.”
He adds: “Among the amazing things was how many parents got in touch expressing gratitude for exposing their children to the music they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally such music was seen as music that was past it, but then once it got included in the game young people discovered it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the band's first record remained not available stateside, meaning the game served as a primary platform for exposure for the group during their US tour opening for AC/DC. “Their crew were playing the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Impact
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their records. It sold well over half a million copies upon release, while demand for their songs rose of up to 40% during an era as the industry faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of customisation options. This track is challenging enough on expert mode, not to mention performed at double speed while hitting a single one of the thousands of cues. The streamer stated requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
The band previously wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring 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. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Games like the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be something from the original publisher in development. Recently formed developers has begun work on their first music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought those games might become like Madden allowing annual releases,” 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 persist for future fans.”