Marking two decades since the legendary game hit the market in North America, offering everyday gamers the opportunity to become rock legends. Not in reality, but try telling that someone who has nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the screen in time with a song. Each riff corresponded to specific notes, creating the feel of an authentic performance.
The studio previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar franchise that had a significant impact for many of the artists featured, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the early financial challenges in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost was so high,” he says. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when the game took off, album purchases airtime were going up, all artists desired to be in.”
He adds: “One of the amazing things was the number of parents got in touch and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish group one featured act included their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “The game provided a bigger, new demographic. Typically such music was considered music that was past it, but then when it was included in the game and teenagers were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag. It provided all our music a new life.”
At that time, the Answer’s debut album remained unreleased stateside, so the game served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their records. It moved more than 500,000 copies in its first week, while demand for 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, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is challenging even in expert mode, let alone played at double speed while hitting every one of its near 4,000 notes. They claimed requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” says DragonForce guitarist the artist.
DragonForce previously completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I remember the record label calling to tell me that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Last year, the song featured in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to participate”.
The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Games such as the fan project and newer releases have maintained the scene active, and there’s set to be a new product from the original publisher in development. A new studio has entered production on its debut music game. Original co-founders are participating as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“We thought those games might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”