It has been 20 years after Guitar Hero first launched across the Atlantic, giving everyday gamers the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to specific notes, producing the feel of a genuine performance.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise that had a significant influence on numerous musicians included, introducing classic groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.
“We reproduced every song since the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when the game took off, and record sales airtime were going up, all artists desired to participate.”
He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Irish group the Answer had their track on the 2008 game the popular installment. Lead musician the artist remembers how the series revived classic rock back into vogue: “The game provided a bigger, new demographic. Typically this had been seen as music that was past it, but then when it was included in the game young people were finding it, abruptly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
At that time, the band's debut album remained not available in the US, so the game was a key medium of discovery for the band during their US tour supporting AC/DC. “The roadies had on the song on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their records. It sold more than half a million units upon release, and sales of their songs rose significantly during an era as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. The song is challenging enough on the hardest setting, let alone performed at double speed while hitting every one of the thousands of cues. They stated requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Recently, the song featured in promotional material for a major film. “In the past I thought otherwise, 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 pleased we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the scene active, and there’s set to be a new product from the founders in development. A new studio has begun production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?
“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”