It has been 20 years after the legendary game first launched in North America, offering players everywhere the tools to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Every sequence mimicked specific notes, producing the feel of an authentic performance.
The studio previously tried its hand in the music genre prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a remarkable influence for many of the artists included, introducing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when the game took off, and record sales and radio play were going up, all artists desired to be in.”
He continues: “One of the amazing things was how many parents got in touch expressing gratitude for exposing their children to the music they adored. It became a multigenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically such music was seen as outdated material, but then when it was included in the title young people were finding it, suddenly it was cool. This validated the genre, and got rid of the outdated tag. It gave all our music a new life.”
In 2008, the band's debut album remained not available in the US, so the game served as a primary platform of discovery for the band as they went on US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their studio albums. It moved well over half a million copies upon release, while sales of their songs saw an increase significantly during an era as the industry faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult enough on expert mode, let alone played at increased tempo and without missing every one of the thousands of cues. The streamer stated it took months of practice of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” says musician the artist.
The band had already completed a profitable run when Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I recall the record label informing us that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow everything else the band has done. Last year, the song was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, be it for cars, apparel or games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the creators believed humans have a natural urge to make music, and they wanted to use technology to enable everyone to participate”.
Most installments came out in just a five-year period from 2005 to 2010, including derivative titles like the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as the fan project and newer releases have kept the scene active, with expectations of a new product from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”