It has been 20 years after the legendary game debuted across the Atlantic, giving everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display synchronized to a song. Each riff mimicked particular chords, producing the sensation of an authentic live show.
The studio previously tried its hand in the music genre before partnering with the publisher, later acquired by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series which made a remarkable influence on numerous of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Even with the publishing rights alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once the game became a hit, and record sales and radio play increased, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many parents reached out and thanked us for introducing their children to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Generally such music was considered music that was past it, however when it was featured on the title and teenagers were finding it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
At that time, the Answer’s debut album was still unreleased in the US, so Guitar Hero served as a primary platform of discovery for the band during their US tour opening for the rock giants. “The roadies were playing the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It moved more than 500,000 units in its first week, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult even in the hardest setting, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” notes musician the artist.
The band previously completed a profitable run before their hit was featured in the third game, yet he explains it turned them into a household name. “I recall our distributors informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing all other accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Plastic Guitar
Top-tier marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to use technology to enable everyone to do it”.
The majority installments were released in just a half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have kept the community active, and there’s set to be something from the original publisher on the way. A new studio has begun work on their first music game. The initial creators are participating as special advisers. Are gamers ready to embrace another game following the classic?
“Our team believed those games could be similar to sports games allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain hopeful. There’s no reason for it to continue for future fans.”