It has been 20 years since Guitar Hero hit the market across the Atlantic, providing players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Each riff corresponded to specific notes, producing the feel of an authentic performance.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for a surprising massively profitable franchise which made a remarkable impact for many musicians featured, introducing decades-old bands to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the songs – even though initial releases primarily featured cover versions.
“We reproduced every song because the cost was so high,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically such music was seen as music that was past it, however when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave our catalog renewed popularity.”
At that time, the Answer’s first record was still unreleased stateside, so Guitar Hero served as a primary platform for exposure for the group during their US tour supporting AC/DC. “The roadies had on the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Impact
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It moved well over 500,000 units in its first week, and sales of Aerosmith’s music saw an increase significantly during an era as the industry faced decline.
The series continues to inspire quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing a single one of the thousands of cues. They claimed it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run when their hit was featured in the third game, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other accomplishments. Last year, the track featured in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders believed humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
The majority installments came out over a mere five-year period between 2005 and 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Games like the fan project and newer releases have maintained the scene alive, and there’s set to be something from the original publisher on the way. A new studio has begun production on their first music game. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed those games might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”