Marking two decades since the legendary game first launched across the Atlantic, giving players everywhere the means to feel like a rock star. Not in reality, but try convincing anyone who's mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the screen in time with the music. Every sequence corresponded to particular chords, creating the sensation of an authentic live show.
Harmonix had already experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a significant impact on numerous of the artists featured, introducing classic bands to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges of licensing the recordings – even though the first two games mostly used cover versions.
“We rerecorded all the music since the cost prohibitive,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero became a hit, album purchases airtime were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game brought older hits to the forefront: “Guitar Hero provided a larger, new demographic. Typically this had been seen as outdated material, however once it got included in the title and teenagers were finding it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the band's first record was still unreleased stateside, so Guitar Hero was a key medium for exposure for the group during their US tour opening for AC/DC. “Their crew had on Never Too Late during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It moved well over 500,000 copies in its first week, while demand for their songs saw an increase of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is challenging even in expert mode, not to mention performed at double speed while hitting every one of the thousands of cues. They claimed requiring months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to pick up actual weapons and enlist,” says musician Herman Li.
The band had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors informing us that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “Should you just listen to 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”.
The Lasting Impact from the Plastic Guitar
The best promotion, be it for cars, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to allow people to do it”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.
Titles such as the fan project and newer releases have kept the community alive, with set to be a new product from the original publisher on the way. A new studio has begun production on its debut music game. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry following the classic?
“We thought such titles could be like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”