It has been two decades since Guitar Hero first launched across the Atlantic, giving players everywhere the opportunity to feel like a rock star. Not literally, but try telling that anyone who has nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the screen in time with a song. Each riff corresponded to particular chords, creating the sensation of an authentic live show.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Together, they laid the foundations for a surprising massively profitable franchise that had a significant impact on numerous of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain the project would flop. But once the game took off, and record sales and radio play increased, all artists desired to participate.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived older hits back into vogue: “The game provided a bigger, new demographic. Typically this had been seen as music that was past it, however when it was featured on the title young people discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided our catalog a new life.”
In 2008, the band's first record was still not available stateside, meaning Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour opening for the rock giants. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around their music collections and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their records. It sold well over half a million units in its first week, while demand for their songs rose of up to 40% at a time when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. This track is challenging even in the hardest setting, let alone played at double speed while hitting a single one of its near 4,000 notes. They stated requiring nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band had already completed a successful tour when their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or video games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Titles like Clone Hero and Fortnite Festival have maintained the community active, with expectations of a new product from the original publisher in development. A new studio has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”