It has been 20 years after the legendary game debuted in North America, giving players everywhere the means to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who's nailed Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable franchise that had a significant influence on numerous musicians featured, introducing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.
“We reproduced every song because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. But once the game took off, and record sales and radio play increased, everyone wanted to participate.”
He continues: “Among the amazing things was how many mothers and fathers reached out and thanked us for exposing their children to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Finds Younger Fans
Irish group the Answer included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Generally such music was considered music that was past it, but then when it was featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the band's debut album remained not available stateside, meaning the game was a key medium of discovery for the group during their US tour supporting the rock giants. “Their crew had on the song during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It moved well over 500,000 copies in its first week, while demand for their songs rose significantly during an era as the industry was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is difficult enough on the hardest setting, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you should pick up a real gun and go to war,” says musician Herman Li.
DragonForce had already wrapped up a successful tour before their hit 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 we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has risked overshadow all other accomplishments. Last year, the track was used in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
The best marketing, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the scene alive, with set to be something from the founders on the way. A new studio has entered work on its debut music game. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games might become like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”