Marking 20 years after the legendary game hit the market in North America, giving everyday gamers the tools to become a rock star. Not in reality, but try telling that anyone who's nailed Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Each riff corresponded to particular chords, creating the sensation of an authentic live show.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, later acquired by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar franchise which made a remarkable impact for many musicians included, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero took off, and record sales and radio play were going up, all artists desired to participate.”
He adds: “Among the amazing things was the number of mothers and fathers reached out and thanked us for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “The game offered a bigger, new demographic. Typically this had been considered outdated material, but then once it got featured on the title young people were finding it, abruptly it became trendy. That legitimised it, and got rid of the outdated tag. It gave all our music renewed popularity.”
At that time, the Answer’s debut album was still not available in the US, so Guitar Hero served as a primary platform for exposure for the group during their US 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,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It moved well over half a million units upon release, and demand for Aerosmith’s music rose significantly at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in the hardest setting, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and enlist,” notes musician Herman Li.
DragonForce had already wrapped up a successful tour when their hit appeared in the third game, yet he explains it made them a household name. “I remember the record label informing us that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best promotion, be it for cars, clothes or video games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles such as DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a brief comeback several years later.
Games like Clone Hero and newer releases have maintained the community active, with expectations of something from the original publisher in development. Recently formed developers has entered work on its debut music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought such titles could be like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible for it to persist with new generations.”