It has been two decades since Guitar Hero debuted across the Atlantic, offering everyday gamers the opportunity to become a rock star. Figuratively speaking, but try telling that anyone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the screen in time with a song. Every sequence mimicked specific notes, producing the sensation of an authentic live show.
Harmonix previously tried its hand in the music genre before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise which made a remarkable impact on numerous of the artists featured, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the recordings – even though initial releases mostly used cover versions.
“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. But once the game became a hit, album purchases airtime were going up, all artists desired to participate.”
He continues: “One of the amazing things was the number of parents reached out and thanked us for introducing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group the Answer had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series revived classic rock back into vogue: “The game offered a larger, new demographic. Generally this had been seen as outdated material, but then when it was featured on the title young people were finding it, abruptly it was cool. This validated it, eliminating the outdated tag. It provided all our music a new life.”
In 2008, the Answer’s debut album was still not available in the US, meaning the game was a key medium for exposure for the band during their US tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their records. It sold more than half a million copies in its first week, while demand for Aerosmith’s music rose significantly at a time as the industry faced decline.
The series still motivates quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is difficult enough on expert mode, let alone played at increased tempo and without missing a single one of its near 4,000 notes. They claimed requiring months of practice to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should use a real gun and enlist,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors informing us that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it risked eclipsing everything else the band has done. Last year, the track featured in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Games such as the fan project and newer releases have kept the scene active, and there’s expectations of something from the founders in development. A new studio has begun work on their first music game. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed those games could be similar to sports games allowing annual update every year,” he remarks. “With abundant new music that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”