Marking 20 years since the legendary game debuted across the Atlantic, giving players everywhere the opportunity to become a rock star. Not literally, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s four-minute guitar solo before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to the music. Each riff corresponded to particular chords, creating the sensation of a genuine performance.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar series that had a remarkable influence for many of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their children to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Typically this had been considered music that was past it, however when it was featured on the game young people were finding it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the Answer’s first record remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the group during their a North American tour supporting AC/DC. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group greater revenue than any of their studio albums. It sold well over half a million copies in its first week, while sales of Aerosmith’s music rose significantly at a time when the music business was already collapsing.
The series still motivates quick-handed dedication within the community. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. The song is difficult enough on expert mode, let alone played at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you ought to use actual weapons and enlist,” notes DragonForce guitarist the artist.
The band had already completed a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that our selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it risked eclipsing everything else the band has done. Recently, the song was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to allow people to participate”.
The majority installments were released over a mere half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus on peripherals waned, aside from a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have maintained the community active, 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 a new entry following Guitar Hero?
“We thought those games could be like Madden where you can releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”