It has been two decades after the legendary game debuted in North America, providing players everywhere the means to feel like rock legends. Not literally, but try telling that anyone who has nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the display synchronized to the music. Each riff corresponded to specific notes, producing the feel of a genuine live show.
Harmonix previously tried its hand with rhythm games before partnering with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a significant influence for many of the artists included, showcasing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded all the music since the cost was so high,” he says. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases and radio play increased, everyone wanted to be in.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought classic rock back into vogue: “The game provided a bigger, new demographic. Typically such music was seen as music that was past it, however when it was included in the game young people discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the band's debut album was still unreleased stateside, meaning the game was a key medium for exposure for the group as they went on a North American tour supporting the rock giants. “Their crew were playing the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their studio albums. It moved more than 500,000 units in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. The song is difficult even in expert mode, not to mention played at increased tempo and without missing a single one of the thousands of cues. They claimed it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” says musician the artist.
The band had already completed a profitable run before their hit appeared in the third game, yet he explains it turned them into widely recognized. “I remember our distributors calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Last year, the track featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, be it for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of being a rock star in the spotlight. From day one, the creators felt that humans have a natural urge to make music, and their goal was to use technology to allow people to do it”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Games like Clone Hero and newer releases have kept the community active, with expectations of a new product from the original publisher on the way. A new studio has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“Our team believed such titles could be like Madden where you can releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”