Marking 20 years since the legendary game debuted across the Atlantic, offering players everywhere the tools to feel like rock legends. Not literally, but try telling that someone who's 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 match coloured notes scrolling down the display in time with the music. Each riff corresponded to specific notes, producing the sensation of a genuine live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable series which made a remarkable impact for many musicians included, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when the game took off, album purchases airtime were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the songs they adored. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Northern Irish group one featured act included their track in the 2008 release the popular installment. Lead musician the artist recalls how the series revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Generally such music was considered outdated material, however when it was featured on the game and teenagers discovered it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag. It provided our catalog renewed popularity.”
In 2008, the band's first record remained not available in the US, so the game was a key medium for exposure for the band as they went on US tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group more money than any of their records. It sold well over 500,000 units in its first week, while sales of their songs saw an increase of up to 40% during an era as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – 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 even in expert mode, let alone played at increased tempo and without missing a single one of its near 4,000 notes. They stated it took months of practice of practice.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else the band has done. Recently, the track featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, that's fine – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best marketing, be it for automobiles, apparel or games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to leverage innovation to allow people to do it”.
Most installments were released over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have kept the community active, and there’s set to be something from the founders in development. A new studio has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry following the classic?
“Our team believed those games might become similar to sports games where you can update every year,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”