Marking 20 years since Guitar Hero first launched across the Atlantic, providing players everywhere the means to feel like a rock star. Not literally, but try telling that someone who has nailed Free Bird’s four-minute guitar solo in front of a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with a song. Each riff mimicked specific notes, creating the feel of a genuine live show.
The studio had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable series that had a significant influence on numerous of the artists included, showcasing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he says. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game took off, album purchases and radio play increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their children to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought classic rock back into vogue: “The game offered a bigger, new demographic. Typically such music was considered outdated material, however when it was included in the title and teenagers discovered it, abruptly it was cool. This validated it, eliminating the outdated label. It provided our catalog a new life.”
In 2008, the Answer’s first record remained not available stateside, so the game was a key medium of discovery for the group during their US tour supporting the rock giants. “Their crew had on the song during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their records. It moved more than half a million copies upon release, while sales of their songs saw an increase of up to 40% at a time as the industry faced decline.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is difficult even in expert mode, let alone performed at increased tempo while hitting every one of the thousands of cues. They claimed it took months of practice of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour when Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I remember our distributors informing us that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
The best promotion, be it for automobiles, apparel or games, goes further than selling something – it inspires a desire. 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 urge to make music, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including spin-offs like DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the community active, with set to be something from the original publisher on the way. Recently formed developers has entered production on its debut music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“We thought those games could be like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain evergreen, thus I remain optimistic. There’s no reason for it to persist with new generations.”