Marking two decades after Guitar Hero hit the market in North America, providing players everywhere the means to feel like rock legends. Not in reality, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes moving along the screen in time with a song. Each riff corresponded to specific notes, producing the feel of a genuine performance.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the foundations for an unlikely massively profitable series that had a remarkable influence on numerous of the artists featured, showcasing decades-old bands to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded every song because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and our team was fairly certain the project would flop. But once the game became a hit, and record sales airtime were going up, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many parents reached out expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived older hits to the forefront: “The game offered a larger, new demographic. Typically such music was seen as outdated material, but then when it was featured on the game young people were finding it, suddenly it became trendy. This validated the genre, eliminating the outdated label. It provided all our music a new life.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning the game was a key medium for exposure for the group during their a North American tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their records. It sold more than half a million units in its first week, and sales of their songs rose of up to 40% at a time when the music business faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is difficult enough on the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. They claimed it took nine months to accomplish.
“The game offers a, imaginary experience. Just as with other games, it doesn't imply you should use a real gun and enlist,” says musician Herman Li.
The band previously wrapped up a profitable run before their hit appeared in the third game, yet he explains it made them widely recognized. “I recall our distributors calling to tell me that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing all other the band has done. Last year, the track 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 hear one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the community active, with expectations of something from the founders in development. A new studio has entered production on their first music game. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed such titles could be like Madden where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to continue with new generations.”