It has been 20 years since Guitar Hero hit the market across the Atlantic, giving players everywhere the means to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Each riff corresponded to specific notes, producing the sensation of a genuine performance.
Harmonix previously experimented in the music genre before partnering with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar series that had a significant impact for many musicians included, showcasing classic bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early financial challenges in securing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced every song because the dollar figure was so high,” he says. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once the game took off, album purchases airtime increased, everyone wanted to participate.”
He continues: “One of the amazing things was the number of mothers and fathers reached out and thanked us for introducing their children to the music they loved. It became a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived classic rock back into vogue: “The game offered a larger, younger audience. Typically this had been considered music that was past it, but then once it got included in the game and teenagers discovered it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It gave all our music a new life.”
At that time, the band's first record was still unreleased stateside, so the game served as a primary platform of discovery for the group as they went on a North American tour supporting the rock giants. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their studio albums. It sold well over 500,000 copies in its first week, and sales of their songs rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. The song is challenging enough on expert mode, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” notes musician Herman Li.
The band had already completed a successful tour when Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I remember our distributors informing us that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it has risked eclipsing all other accomplishments. Recently, the song featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to do it”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from 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. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought those games could be similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”