Marking two decades after Guitar Hero hit the market across the Atlantic, offering everyday gamers the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to the music. Every sequence mimicked specific notes, creating the sensation of an authentic performance.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise which made a significant impact on numerous musicians featured, showcasing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial budgetary hurdles in securing the songs – even though initial releases primarily featured cover versions.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, and record sales airtime were going up, all artists desired to be in.”
He adds: “Among the amazing things was the number of parents got in touch expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero provided a larger, younger audience. Typically such music was seen as music that was past it, but then once it got included in the game and teenagers were finding it, abruptly it became trendy. That legitimised it, and got rid of the outdated tag. It provided all our music renewed popularity.”
In 2008, the band's debut album was still not available in the US, meaning Guitar Hero was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their records. It sold well over 500,000 units upon release, and sales of Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
The series still motivates nimble-fingered dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. The song is difficult 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 of practice.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” says musician Herman Li.
The band had already wrapped up a profitable run before their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label informing us that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – each person has a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for automobiles, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of performing as 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 use technology to allow people to participate”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including derivative titles like DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival in 2015.
Games like Clone Hero and Fortnite Festival have kept the community active, with set to be something from the founders on the way. Recently formed developers has entered production on its debut music game. The initial creators are participating as special advisers. Is the world ready to embrace a new entry following the classic?
“We thought those games could be similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason for it to persist for future fans.”