It has been two decades after the legendary game hit the market across the Atlantic, offering players everywhere the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered Free Bird’s four-minute guitar solo in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with the music. Each riff corresponded to particular chords, producing the sensation of a genuine live show.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the foundations for a surprising massively profitable series that had a remarkable influence for many of the artists included, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once the game became a hit, album purchases and radio play were going up, all artists desired to participate.”
He continues: “One of the remarkable aspects was the number of parents reached out and thanked us for exposing their children to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Generally this had been seen as music that was past it, but then when it was featured on the game and teenagers were finding it, abruptly it became trendy. This validated it, eliminating the outdated tag. It gave our catalog renewed popularity.”
In 2008, the band's first record was still unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group during their US tour opening for AC/DC. “The roadies had on the song on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It moved well over 500,000 units upon release, and demand for their songs saw an increase significantly during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is difficult even in expert mode, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should use a real gun and enlist,” notes musician Herman Li.
DragonForce had already wrapped up a successful tour before their hit was featured in the third game, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to overshadow all other accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and their goal was to leverage innovation 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 such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.
Games such as the fan project and newer releases have maintained the scene alive, and there’s set to be a new product from the original publisher in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed such titles might become like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible for it to continue for future fans.”