It has been 20 years after the legendary game debuted across the Atlantic, giving everyday gamers the tools to feel like rock legends. Not in reality, but try telling that anyone who has nailed Free Bird’s four-minute instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues moving along the display synchronized to the music. Every sequence corresponded to particular chords, producing the sensation of a genuine performance.
The studio had already tried its hand with rhythm games before partnering with the publisher, later purchased by Activision in 2006. Together, they laid the foundations for an unlikely massively profitable series which made a remarkable impact for many musicians included, introducing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges in securing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, all artists desired to participate.”
He adds: “Among the amazing things was the number of parents got in touch expressing gratitude for exposing their kids to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series revived older hits back into vogue: “The game provided a bigger, new demographic. Typically such music was seen as music that was past it, however when it was featured on the game and teenagers discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”
In 2008, the band's first record remained unreleased stateside, meaning the game was a key medium for exposure for the band during their a North American tour opening for AC/DC. “Their crew were playing the song during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and associated lore, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the band more money than any of their records. It moved well over 500,000 copies in its first week, and sales of their songs rose significantly during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer stated it took months of practice of practice.
“The game offers a, fantasy thing. If you play other games, it doesn't imply you ought to use a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour when their hit appeared in the third game, but Li says it made them a household name. “I recall our distributors informing us that our selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before top acts at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing all other the band has done. Recently, the song was used in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most installments came out over a mere half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Games like the fan project and newer releases have kept the scene alive, and there’s expectations of something from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought those games might become like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”