It has been 20 years since Guitar Hero first launched in North America, offering players everywhere the tools to feel like rock legends. Not in reality, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with a song. Every sequence mimicked particular chords, creating the feel of an authentic live show.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable franchise that had a significant impact for many of the artists featured, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game became a hit, album purchases and radio play increased, all artists desired to be in.”
He adds: “One of the amazing things was the number of parents reached out expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Typically such music was considered music that was past it, however once it got featured on the game young people were finding it, suddenly it was cool. This validated it, and got rid of the outdated label. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group more money than any of their studio albums. It sold more than half a million units upon release, and sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer completed an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. This track is challenging enough on expert mode, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer stated it took months of practice 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,” says DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it has threatened to eclipsing all other the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback several years later.
Titles such as the fan project and newer releases have kept the community active, and there’s expectations of something from the original publisher in development. A new studio has begun production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”