It has been two decades after Guitar Hero debuted in North America, providing everyday gamers the tools to become a rock star. Figuratively speaking, but try telling that anyone who's mastered Free Bird’s four-minute instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with the music. Each riff corresponded to particular chords, creating the feel of an authentic live show.
Harmonix previously tried its hand with rhythm games before partnering with the publisher, later purchased by Activision during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise that had a significant influence for many musicians featured, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for exposing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series brought older hits back into vogue: “The game offered a larger, younger audience. Typically this had been considered outdated material, but then when it was featured on the game and teenagers were finding it, suddenly it was cool. This validated it, eliminating the outdated tag. It gave our catalog a new life.”
In 2008, the band's first record remained not available stateside, meaning the game was a key medium of discovery for the band during their US tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue compared to their studio albums. It moved well over half a million units in its first week, and sales of Aerosmith’s music rose significantly at a time as the industry was already collapsing.
The series continues to inspire nimble-fingered dedication within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging even in the hardest setting, not to mention performed at double speed and without missing every one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” says musician the artist.
The band had already completed a successful tour before their hit was featured in the third game, yet he explains it made them a household name. “I recall the record label informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it has threatened to eclipsing all other the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for automobiles, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Titles such as the fan project and newer releases have kept the community alive, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered work on their first music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game following the classic?
“We thought such titles could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”