Marking two decades since the legendary game first launched in North America, providing players everywhere the tools to feel like a rock star. Figuratively speaking, but try telling that someone who's mastered Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked specific notes, producing the feel of a genuine performance.
The studio previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable franchise which made a significant influence for many musicians included, showcasing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – even though the first two games mostly used cover versions.
“We reproduced all the music since the cost was so high,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.”
He adds: “One of the amazing things was how many mothers and fathers reached out and thanked us for exposing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “The game offered a larger, new demographic. Typically such music was seen as outdated material, but then when it was included in the game young people were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the band's debut album was still unreleased in the US, meaning the game 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 during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their studio albums. It moved more than 500,000 copies in its first week, while demand for Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging enough on the hardest setting, not to mention played at double speed while hitting a single one of its near 4,000 notes. They claimed it took nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes DragonForce guitarist the artist.
The band had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”
In fact, the band's visibility via the game proved so vast that it has risked eclipsing all other accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best marketing, whether it’s for cars, clothes or games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the scene active, with set to be a new product from the original publisher on the way. A new studio has begun production on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games could be like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”