It has been 20 years after the legendary game first launched in North America, giving everyday gamers the tools to become rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Every sequence mimicked specific notes, producing the feel of an authentic live show.
Harmonix had already tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series which made a significant influence for many musicians included, introducing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced every song since the cost prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when the game became a hit, and record sales and radio play were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of parents reached out and thanked us for introducing their children to the songs they adored. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Generally this had been considered music that was past it, but then once it got included in the game young people discovered it, suddenly it was cool. That legitimised the genre, eliminating the outdated label. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album remained unreleased in the US, so Guitar Hero served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It sold more than 500,000 units upon release, and sales of their songs saw an increase significantly at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging enough on expert mode, not to mention performed at double speed while hitting every one of the thousands of cues. They stated it took nine months of practice.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use a real gun and enlist,” says musician Herman Li.
DragonForce previously completed a profitable run before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to overshadow everything else accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best promotion, be it for cars, clothes or video games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including derivative titles like the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.
Titles like Clone Hero and newer releases have kept the scene alive, and there’s set to be a new product from the original publisher in development. A new studio has begun production on their first music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed those games could be like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”