It has been 20 years since the legendary game debuted across the Atlantic, giving everyday gamers the opportunity to become rock legends. Not literally, but try telling that someone who has mastered Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the screen synchronized to the music. Every sequence mimicked particular chords, producing the feel of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Together, they established the groundwork for a surprising massively profitable franchise that had a significant impact on numerous of the artists included, showcasing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once the game took off, and record sales and radio play were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of parents reached out expressing gratitude for introducing their children to the songs they loved. It evolved into a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been seen as music that was past it, however when it was included in the title young people were finding it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It gave all our music renewed popularity.”
At that time, the band's debut album was still unreleased in the US, so the game was a key medium of discovery for the band during their US tour supporting AC/DC. “Their crew had on the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It sold well over 500,000 units in its first week, while demand for Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. This track is challenging enough on expert mode, let alone played at double speed while hitting a single one of its near 4,000 notes. They claimed it took months of practice of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” says musician the artist.
The band had already completed a successful tour when their hit was featured in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”
In fact, the band's visibility via the game was so immense that it threatened to overshadow all other accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – each person has their own musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best marketing, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the creators believed humans have a natural urge to create songs, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have maintained the scene alive, with set to be something from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”