It has been two decades after Guitar Hero debuted in North America, giving players everywhere the tools to feel like a rock star. Not literally, but try convincing anyone who's mastered Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Created by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to the music. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was purchased by Activision in 2006. Together, they established the foundations for a surprising billion-dollar franchise which made a remarkable impact for many musicians featured, introducing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero took off, and record sales airtime were going up, all artists desired to participate.”
He adds: “Among the amazing things was the number of mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Typically this had been seen as music that was past it, however when it was featured on the title young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It provided our catalog a new life.”
In 2008, the band's debut album remained not available stateside, so Guitar Hero was a key medium for exposure for the group as they went on a North American tour supporting the rock giants. “The roadies had on the song during travel, and several knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Impact
Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group more money compared to their records. It sold well over half a million copies in its first week, and demand for their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging enough on expert mode, not to mention performed at double speed and without missing a single one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label informing us that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing everything else the band has done. Last year, the track was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to do it”.
Most installments were released in just a half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Games like Clone Hero and newer releases have kept the scene alive, and there’s set to be a new product from the founders on the way. Recently formed developers has entered work on its debut music game. The initial creators are participating in advisory roles. Is the world prepared to welcome another game following the classic?
“Our team believed those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”