It has been two decades since Guitar Hero first launched across the Atlantic, offering everyday gamers the opportunity to become a rock star. Not literally, but try telling that anyone who's nailed Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display synchronized to the music. Every sequence mimicked specific notes, creating the sensation of an authentic performance.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable influence for many musicians included, showcasing decades-old bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, and record sales airtime were going up, all artists desired to participate.”
He continues: “One of the amazing things was how many mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Generally this had been considered music that was past it, however once it got included in the title young people were finding it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the band's debut album was still unreleased stateside, so the game served as a primary platform for exposure for the band as they went on a North American tour opening for the rock giants. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made 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 rose significantly during an era as the industry faced decline.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult even in the hardest setting, let alone performed at double speed and without missing a single one of the thousands of cues. The streamer claimed it took months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should use a real gun and go to war,” notes musician the artist.
DragonForce previously wrapped up a profitable run before their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else the band has done. Recently, the song was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or games, goes further mere transactions – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Games like the fan project and Fortnite Festival have maintained the scene active, and there’s set to be a new product from the founders in development. Recently formed developers has begun production on their first music game. Original co-founders are participating as special advisers. Are gamers ready to embrace another game following the classic?
“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain optimistic. It's entirely possible for it to persist for future fans.”