Marking 20 years after Guitar Hero first launched across the Atlantic, offering everyday gamers the means to feel like a rock star. Not in reality, but try telling that someone who's mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with a song. Every sequence mimicked particular chords, producing the feel of a genuine performance.
The studio had already experimented with rhythm games before partnering with RedOctane, which was purchased by Activision in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable franchise that had a significant influence on numerous 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 the first two games mostly used cover versions.
“We rerecorded all the music since the cost prohibitive,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many parents reached out expressing gratitude for introducing their kids to the songs they loved. It became a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock to the forefront: “The game offered a bigger, younger audience. Generally this had been considered music that was past it, but then when it was included in the title young people were finding it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the Answer’s debut album was still not available stateside, so Guitar Hero was a key medium for exposure for the band as they went on US tour opening for the rock giants. “The roadies were playing the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and associated stories, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the band greater revenue than any of their studio albums. It moved well over half a million copies in its first week, while demand for their songs saw an increase significantly at a time when the music business faced decline.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. The song is difficult enough on the hardest setting, let alone played at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you should pick up a real gun and enlist,” notes musician the artist.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I remember the record label informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it threatened to overshadow everything else the band has done. Recently, the song was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.
Most installments were released over a mere five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have maintained the scene active, and there’s set to be a new product from the original publisher on the way. Recently formed developers has begun production on their first music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed those games could be similar to sports games where you can releases,” he remarks. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”