It has been two decades after Guitar Hero first launched across the Atlantic, giving everyday gamers the means to feel like rock legends. Not in reality, but try convincing someone who has mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to the music. Each riff mimicked particular chords, creating the sensation of a genuine performance.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable series that had a significant impact on numerous musicians featured, introducing decades-old groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he says. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game became a hit, album purchases and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Lead musician the artist remembers how the series revived older hits to the forefront: “The game provided a larger, younger audience. Generally this had been seen as music that was past it, but then once it got included in the title young people discovered it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the band's debut album was still unreleased stateside, so the game was a key medium for exposure for the band during their US tour opening for AC/DC. “Their crew were playing the song during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It sold more than 500,000 copies upon release, while demand for their songs saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates nimble-fingered dedication among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult enough on expert mode, let alone performed at increased tempo while hitting every one of its near 4,000 notes. They stated it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall the record label informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to overshadow all other the band has done. Last year, the track was used in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, be it for cars, clothes or games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to do it”.
Most installments were released in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have kept the scene alive, with expectations of something from the founders on the way. A new studio has begun production on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of the classic?
“We thought such titles could be like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”