It has been two decades after Guitar Hero first launched across the Atlantic, offering everyday gamers the opportunity to become rock legends. Not in reality, but try convincing someone who has mastered Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the display in time with the music. Every sequence corresponded to specific notes, creating the sensation of a genuine performance.
Harmonix previously experimented in the music genre before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a remarkable influence for many musicians included, introducing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series brought classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been seen as music that was past it, but then once it got featured on the game and teenagers discovered it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It gave all our music a new life.”
In 2008, the band's first record remained unreleased stateside, meaning the game was a key medium for exposure for the band as they went on US tour supporting the rock giants. “Their crew had on Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and related lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the group more money than any of their records. It moved well over 500,000 copies upon release, while sales of Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated it took months of practice of practice.
“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” notes musician the artist.
The band had already wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that our selling albums rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing everything else accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. 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”.
Most installments came out in just a half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a brief comeback several years later.
Games such as the fan project and Fortnite Festival have maintained the scene alive, with set to be a new product from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought those games could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to continue with new generations.”