It has been two decades since Guitar Hero first launched in North America, offering everyday gamers the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who's nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the display in time with the music. Every sequence mimicked particular chords, creating the feel of an authentic live show.
The studio previously tried its hand in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely billion-dollar series that had a significant influence for many of the artists included, introducing decades-old bands to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when the game became a hit, album purchases airtime were going up, everyone wanted to be in.”
He continues: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for exposing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “The game offered a bigger, younger audience. Typically this had been seen as outdated material, but then once it got featured on the title young people discovered it, suddenly it was cool. That legitimised the genre, eliminating the outdated tag. It provided our catalog renewed popularity.”
At that time, the band's debut album remained unreleased in the US, so Guitar Hero was a key medium of discovery for the band as they went on US tour opening for AC/DC. “Their crew had on Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their studio albums. It moved well over half a million units in its first week, while demand for Aerosmith’s music rose significantly at a time as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer completed a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is difficult even in the hardest setting, let alone played at increased tempo while hitting every one of the thousands of cues. The streamer stated it took nine months to accomplish.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you should use a real gun and go to war,” notes musician the artist.
DragonForce had already wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that we were selling albums rapidly,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked overshadow everything else accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has a unique path in music and I’m glad we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best promotion, be it for automobiles, clothes or games, extends beyond than selling something – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to make music, and their goal was to use technology to allow people to do it”.
Most installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have maintained the scene active, with set to be a new product from the founders on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace another game following Guitar Hero?
“We thought such titles could be like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason for it to persist with new generations.”