Marking two decades since the legendary game first launched in North America, giving everyday gamers the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s four-minute guitar solo in front of 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 a song. Every sequence mimicked particular chords, creating the feel of a genuine live show.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable franchise that had a remarkable influence on numerous of the artists included, introducing decades-old bands to a new generation of younger players.
A former executive, former COO of Harmonix, remembers the initial financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced every song since the dollar figure was so high,” he says. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for exposing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “The game offered a bigger, new demographic. Generally this had been seen as outdated material, but then once it got featured on the title and teenagers discovered it, abruptly it was cool. This validated it, eliminating the outdated tag. It provided all our music a new life.”
At that time, the band's first record remained unreleased in the US, meaning the game was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group more money than any of their studio albums. It moved more than half a million copies in its first week, and demand for their songs rose significantly during an era as the industry was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention played at double speed and without missing every one of the thousands of cues. They claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed just before top acts at the event.”
In fact, the band's visibility via the game was so immense that it risked eclipsing everything else accomplishments. Last year, the track was used in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
Most installments were released in just a half-decade from 2005 to 2010, featuring spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as the fan project and newer releases have maintained the community active, with set to be something from the founders on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed such titles might become like Madden allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”