Marking two decades since Guitar Hero hit the market in North America, providing players everywhere the tools to feel like rock legends. Not in reality, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the display synchronized to a song. Every sequence corresponded to specific notes, producing the feel of a genuine performance.
Harmonix previously experimented with rhythm games before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the foundations for an unlikely massively profitable franchise that had a remarkable influence on numerous of the artists featured, showcasing decades-old bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced every song because the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play increased, everyone wanted to participate.”
He adds: “Among the amazing things was the number of parents got in touch expressing gratitude for exposing their children to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived older hits back into vogue: “The game provided a bigger, younger audience. Generally this had been considered outdated material, however once it got included in the title young people discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the Answer’s debut album remained not available in the US, so the game served as a primary platform for exposure for the group as they went on a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly 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 stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their studio albums. It moved more than half a million units upon release, and sales of their songs saw an increase of up to 40% at a time as the industry was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. The song is challenging enough on expert mode, let alone performed at increased tempo and without missing every one of its near 4,000 notes. They stated it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour before their hit was featured in the third game, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing everything else accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the community alive, with set to be something from the original publisher on the way. A new studio has entered production on their first music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles could be like Madden allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”