It has been 20 years after the legendary game debuted in North America, offering everyday gamers the means to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with a song. Every sequence mimicked specific notes, producing the sensation of a genuine live show.
Harmonix previously experimented in the music genre before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable series that had a remarkable influence for many musicians included, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their kids to the songs they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series revived classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Typically this had been seen as outdated material, but then when it was featured on the game young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the Answer’s debut album remained unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It moved well over half a million units upon release, and sales of their songs saw an increase of up to 40% at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. This track is challenging enough on expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They stated requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors calling to tell me that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it has risked eclipsing all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.
Games like the fan project and newer releases have kept the community alive, with expectations of a new product from the founders in development. Recently formed developers has begun work 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?
“We thought those games might become similar to sports games where you can releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”