It has been two decades after Guitar Hero first launched in North America, providing players everywhere the means to become a rock star. Not literally, but try telling that someone who has nailed Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Every sequence corresponded to particular chords, creating the sensation of a genuine live show.
Harmonix previously tried its hand with rhythm games before partnering with the publisher, later acquired by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise which made a significant impact on numerous musicians included, showcasing decades-old bands to millions of younger players.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music since the cost was so high,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He continues: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game revived classic rock to the forefront: “The game offered a larger, younger audience. Generally such music was considered music that was past it, however when it was included in the game and teenagers were finding it, suddenly it was cool. This validated it, and got rid of the outdated tag. It gave all our music renewed popularity.”
At that time, the band's debut album remained unreleased in the US, so Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for the rock giants. “The roadies were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group more money than any of their records. It moved well over 500,000 copies upon release, and sales of Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is difficult even in expert mode, let alone played at increased tempo while hitting a single one of the thousands of cues. They stated requiring nine months of practice.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and go to war,” notes DragonForce guitarist the artist.
The band had already wrapped up a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best marketing, be it for cars, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.
Most installments came out in just a five-year period from 2005 to 2010, including spin-offs like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Titles like the fan project and newer releases have maintained the scene active, and there’s expectations of a new product from the founders in development. Recently formed developers has entered work on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game following the classic?
“We thought those games could be like Madden where you can update every year,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”