It has been 20 years after the legendary game hit the market in North America, providing everyday gamers the opportunity to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Each riff mimicked particular chords, producing the feel of an authentic performance.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable franchise which made a remarkable influence on numerous of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales airtime increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought older hits back into vogue: “The game offered a larger, new demographic. Typically this had been seen as music that was past it, however once it got featured on the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
At that time, the band's debut album was still unreleased in the US, so the game was a key medium of discovery for the band during their US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group greater revenue than any of their records. It sold well over half a million copies in its first week, while sales of their songs saw an increase of up to 40% during an era as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. This track is difficult enough on expert mode, let alone played at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you should pick up actual weapons and enlist,” says musician Herman Li.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I recall our distributors calling to tell me that our selling albums rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, be it for automobiles, apparel or video games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as Clone Hero and newer releases have kept the scene alive, with expectations of something from the original publisher in development. A new studio has begun production on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed those games could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”