It has been two decades after Guitar Hero debuted in North America, providing players everywhere the opportunity to feel like rock legends. Figuratively speaking, but try telling that someone who has mastered Free Bird’s four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to the music. Every sequence corresponded to particular chords, creating the feel of a genuine live show.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable series that had a remarkable impact on numerous musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero took off, album purchases and radio play increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Generally such music was considered music that was past it, however when it was featured on the game young people discovered it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
In 2008, the band's first record remained unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour supporting the rock giants. “The roadies had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue compared to their records. It sold more than half a million copies in its first week, and demand for their songs saw an increase significantly during an era as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is challenging even in the hardest setting, not to mention performed at increased tempo and without missing every one of the thousands of cues. They claimed requiring nine months to accomplish.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow everything else the band has done. Last year, the song featured in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to participate”.
Most installments were released over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Titles like the fan project and newer releases have maintained the scene active, and there’s set to be a new product from the founders in development. A new studio has entered work on their first music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”