Marking two decades since the legendary game first launched in North America, giving players everywhere the means to become rock legends. Not in reality, but try convincing anyone who's mastered Free Bird’s lengthy guitar solo before a packed crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely massively profitable series which made a significant influence for many of the artists included, showcasing decades-old bands to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song since the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero took off, album purchases and radio play increased, everyone wanted to be in.”
He continues: “Among the amazing things was how many parents reached out expressing gratitude for introducing their children to the songs they loved. It became a multigenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act had Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been considered outdated material, however once it got featured on the title and teenagers were finding it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the band's debut album was still not available stateside, so Guitar Hero was a key medium for exposure for the band as they went on US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and several recognized us from Guitar Hero,” he notes.
Major Band Titles and Lasting Influence
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band more money compared to their records. It sold more than 500,000 copies in its first week, and demand for Aerosmith’s music rose significantly at a time when the music business faced decline.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. This track is difficult even in expert mode, not to mention performed at double speed while hitting a single one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” says musician Herman Li.
The band had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors informing us that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Recently, the track was used in a trailer for a major film. “In the past I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural urge to create songs, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including spin-offs like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Games like Clone Hero and newer releases have kept the community alive, and there’s set to be a new product from the founders on the way. A new studio has begun production on its debut music game. The initial creators are participating in advisory roles. Is the world prepared to welcome another game following the classic?
“Our team believed those games might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to persist for future fans.”