Marking 20 years after Guitar Hero hit the market in North America, providing everyday gamers the tools to become a rock star. Not in reality, but try telling that someone who has nailed Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display synchronized to the music. Every sequence mimicked specific notes, producing the feel of a genuine live show.
The studio had already experimented with rhythm games before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable series which made a significant impact for many of the artists included, showcasing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game became a hit, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their children to the music they adored. It became a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Guitarist the artist recalls the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically such music was considered outdated material, but then when it was featured on the game and teenagers were finding it, abruptly it was cool. This validated it, and got rid of the outdated label. It provided all our music renewed popularity.”
At that time, the band's debut album remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the band as they went on a North American tour opening for the rock giants. “Their crew were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the group greater revenue than any of their studio albums. It moved well over half a million copies in its first week, and sales of their songs rose of up to 40% at a time when the music business faced decline.
The series still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. The song is challenging even in the hardest setting, not to mention played at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes musician Herman Li.
The band previously completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors 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, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing everything else accomplishments. Recently, the track was used in a trailer for a major film. “Previously I felt differently, but now I accept it,” Li says. “Should you just listen to a single track, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or video games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that humans have a natural human desire to make music, and they wanted to use technology to allow people to participate”.
The majority installments came out over a mere five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles like the fan project and Fortnite Festival have kept the scene active, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun production on its debut music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “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.”