It has been two decades after Guitar Hero first launched across the Atlantic, offering everyday gamers the tools to become a rock star. Not in reality, though you'd be hard-pressed telling that someone who's mastered Free Bird’s four-minute instrumental break before a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen in time with a song. Every sequence mimicked specific notes, producing the sensation of an authentic performance.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the foundations for an unlikely massively profitable series which made a remarkable influence for many of the artists included, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early financial challenges in securing the recordings – even though initial releases mostly used cover versions.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they adored. It became an intergenerational thing.”
Timeless Music Finds Younger Fans
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game revived classic rock back into vogue: “The game provided a bigger, younger audience. Generally this had been seen as music that was past it, however when it was included in the game young people discovered it, abruptly it was cool. This validated the genre, eliminating the outdated label. It gave all our music a new life.”
In 2008, the Answer’s first record was still unreleased in the US, meaning the game served as a primary platform of discovery for the group as they went on a North American tour supporting the rock giants. “Their crew were playing the song during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the group greater revenue compared to their studio albums. It sold well over half a million copies in its first week, while demand for their songs rose significantly at a time when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you should use actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce had already completed a successful tour when their hit appeared in the third game, yet he explains it turned them into a household name. “I remember the record label informing us that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it has risked overshadow all other the band has done. Last year, the track featured in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have kept the community active, and there’s set to be something from the founders in development. A new studio has entered production on its debut music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games might become like Madden where you can update every year,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”