It has been 20 years since Guitar Hero first launched across the Atlantic, giving players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the display synchronized to the music. Each riff corresponded to specific notes, creating the sensation of an authentic live show.
The studio had already tried its hand with rhythm games before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar series which made a remarkable influence for many of the artists included, introducing classic bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music because the cost prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game took off, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was the number of parents reached out expressing gratitude for exposing their children to the songs they loved. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived older hits to the forefront: “The game provided a bigger, younger audience. Typically such music was considered music that was past it, however when it was included in the game young people were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated tag. It provided all our music renewed popularity.”
In 2008, the band's first record remained not available in the US, meaning Guitar Hero was a key medium for exposure for the group during their a North American tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band greater revenue than any of their studio albums. It moved well over 500,000 units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging enough on expert mode, let alone performed at double speed while hitting a single one of its near 4,000 notes. They claimed it took months of practice of practice.
“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” says DragonForce guitarist the artist.
The band previously wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label informing us that we were selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to overshadow all other accomplishments. Recently, the track was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s set to be something from the original publisher in development. Recently formed developers has entered work on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles might become similar to sports games where you can update every year,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”