It has been two decades after the legendary game first launched in North America, offering players everywhere the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed Free Bird’s four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable series that had a remarkable impact on numerous musicians featured, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the songs – even though initial releases mostly used cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. But once the game took off, and record sales and radio play increased, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their children to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series brought older hits back into vogue: “The game provided a bigger, younger audience. Typically such music was considered outdated material, but then once it got included in the title young people discovered it, abruptly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the band's debut album was still unreleased in the US, meaning Guitar Hero was a key medium of discovery for the group during their a North American tour opening for the rock giants. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their records. It moved well over 500,000 copies upon release, while sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. The song is difficult even in the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer stated it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should use a real gun and enlist,” says musician the artist.
DragonForce had already completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I remember the record label informing us that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track was used in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to a single track, that's fine – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best promotion, be it for cars, clothes or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have kept the community alive, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun work on their first music game. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason for it to continue with new generations.”