It has been 20 years since the legendary game hit the market across the Atlantic, providing players everywhere the opportunity to become a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's nailed the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display in time with a song. Every sequence corresponded to particular chords, producing the feel of an authentic performance.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the foundations for an unlikely massively profitable franchise that had a significant influence on numerous of the artists included, introducing classic bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game took off, album purchases airtime were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of parents reached out expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series brought classic rock to the forefront: “The game provided a larger, younger audience. Typically such music was considered outdated material, however when it was featured on the game and teenagers discovered it, suddenly it was cool. That legitimised it, and got rid of the outdated tag. It provided all our music renewed popularity.”
At that time, the Answer’s debut album was still unreleased stateside, so Guitar Hero was a key medium of discovery for the group as they went on US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Impact
Music's biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It sold well over 500,000 copies upon release, while demand for Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. The song is challenging enough on expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. They stated it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should use a real gun and enlist,” says musician Herman Li.
The band previously wrapped up a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked eclipsing everything else the band has done. Last year, the song featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators felt that humans have a natural human desire to create songs, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Games such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the founders in development. A new studio has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed those games could be like Madden where you can releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”