Marking 20 years after Guitar Hero first launched across the Atlantic, offering everyday gamers the opportunity to feel like a rock star. Not in reality, but try convincing someone who has mastered Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen in time with a song. Each riff corresponded to particular chords, creating the feel of an authentic performance.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising billion-dollar series which made a significant impact for many musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial financial challenges of licensing the songs – even though initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, and record sales airtime increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the music they adored. It evolved into an intergenerational thing.”
Timeless Music Gains a New Audience
Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “Guitar Hero offered a larger, younger audience. Typically such music was considered music that was past it, however when it was included in the game and teenagers discovered it, suddenly it was cool. This validated the genre, eliminating the outdated label. It provided all our music a new life.”
In 2008, the band's debut album was still not available in the US, meaning Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour supporting the rock giants. “Their crew had on the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Impact
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It sold well over half a million units in its first week, and sales of their songs saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. The song is difficult enough on the hardest setting, not to mention performed at increased tempo and without missing every one of the thousands of cues. They claimed it took months of practice of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” notes musician the artist.
DragonForce had already completed a profitable run when their hit was featured in the third game, yet he explains it made them a household name. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow everything else the band has done. Last year, the track was used in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
The best promotion, whether it’s for cars, apparel or video games, goes further mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.
Most installments came out in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Games like Clone Hero and newer releases have kept the scene alive, with expectations of something from the founders on the way. Recently formed developers has entered production on their first music game. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?
“We thought those games could be like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”