It has been two decades after Guitar Hero debuted in North America, providing everyday gamers the means to become a rock star. Not literally, but try telling that someone who's mastered Free Bird’s four-minute instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to a song. Each riff mimicked particular chords, creating the sensation of an authentic performance.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise which made a significant impact for many musicians included, introducing decades-old bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced it would fail. However, when the game became a hit, album purchases airtime were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been seen as music that was past it, however when it was featured on the title young people were finding it, abruptly it became trendy. This validated the genre, and got rid of the outdated label. It provided all our music renewed popularity.”
In 2008, the band's first record remained not available in the US, so the game served as a primary platform for exposure for the band during their US tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their studio albums. It moved well over 500,000 units in its first week, and demand for their songs rose significantly at a time as the industry faced decline.
Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, an online personality completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. The song is difficult enough on expert mode, not to mention played at double speed while hitting every one of the thousands of cues. The streamer stated it took nine months of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” notes musician the artist.
DragonForce previously completed a profitable run before their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors informing us that our records were moving like crazy,” 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 from Guitar Hero proved so vast that it risked overshadow everything else accomplishments. Last year, the song featured in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a music icon on the stage. From day one, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the community alive, with set to be a new product from the original publisher in development. Recently formed developers has begun work on its debut music game. The initial creators are participating as special advisers. Is the world ready to embrace another game following the classic?
“Our team believed those games might become like Madden where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason for it to persist with new generations.”