It has been two decades after Guitar Hero hit the market across the Atlantic, giving players everywhere the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to specific notes, producing the feel of an authentic live show.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable series that had a remarkable influence on numerous musicians featured, introducing classic bands to millions of younger players.
A former executive, former COO from the developer, remembers the initial financial challenges in securing the recordings – even though the first two games mostly used cover versions.
“We rerecorded all the music since the cost was so high,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game took off, album purchases airtime were going up, everyone wanted to be in.”
He adds: “Among the amazing things was how many parents reached out expressing gratitude for introducing their kids to the songs they loved. It became a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers the way the game brought older hits back into vogue: “The game provided a larger, new demographic. Typically such music was considered outdated material, however once it got included in the title and teenagers were finding it, suddenly it was cool. This validated it, eliminating the outdated tag. It provided our catalog a new life.”
In 2008, the Answer’s debut album remained not available stateside, so Guitar Hero was a key medium of discovery for the band as they went on US tour supporting the rock giants. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and associated lore, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the band more money than any of their studio albums. It sold more than half a million units upon release, while sales of their songs saw an increase significantly at a time as the industry faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is difficult even in expert mode, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer stated requiring months of practice of practice.
“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes musician the artist.
DragonForce had already wrapped up a profitable run when their hit was featured in the third game, but Li says 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 the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked eclipsing everything else the band has done. Recently, the track was used in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.
The majority installments were released over a mere five-year period between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have kept the scene active, with expectations of something from the original publisher in development. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games might become similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”