Marking two decades after Guitar Hero hit the market across the Atlantic, offering everyday gamers the tools to feel like rock legends. Not in reality, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s four-minute instrumental break in front of a packed living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to a song. Every sequence mimicked particular chords, producing the sensation of a genuine live show.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable series which made a remarkable influence for many musicians featured, showcasing classic bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.
“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game took off, and record sales and radio play were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Generally this had been considered music that was past it, but then once it got featured on the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated label. It provided our catalog renewed popularity.”
In 2008, the Answer’s first record remained not available in the US, so the game served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their studio albums. It sold well over 500,000 units in its first week, while sales of their songs rose of up to 40% at a time when the music business faced decline.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing every one of the thousands of cues. They claimed it took months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you should use actual weapons and enlist,” notes musician Herman Li.
The band previously completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I remember 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 top acts at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked overshadow everything else the band has done. Recently, the track was used in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the co-founders believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority installments were released over a mere half-decade between 2005 and 2010, including derivative titles like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Titles like the fan project and newer releases have maintained the community active, with set to be something from the original publisher on the way. A new studio has begun work on their first music game. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed those games could be like Madden allowing annual releases,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”