It has been 20 years since Guitar Hero hit the market across the Atlantic, providing players everywhere the tools to feel like rock legends. Not literally, but try telling that anyone who has nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen in time with the music. Each riff mimicked specific notes, creating the feel of a genuine live show.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable series which made a remarkable influence for many of the artists included, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact the first two games primarily featured cover versions.
“We reproduced every song since the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to be in.”
He continues: “One of the amazing things was how many parents reached out and thanked us for introducing their children to the music they loved. It became an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish group one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “The game provided a larger, new demographic. Generally this had been considered outdated material, however when it was featured on the title young people were finding it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the Answer’s debut album remained not available in the US, so the game served as a primary platform of discovery for the group during their US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles and Lasting Impact
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around their music collections and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band more money compared to their records. It sold more than 500,000 copies in its first week, while demand for Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
The series continues to inspire nimble-fingered dedication within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s 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 gameplay and extensive personalization features. This track is challenging enough on the hardest setting, let alone performed at double speed and without missing a single one of the thousands of cues. They stated it took nine months to accomplish.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up actual weapons and enlist,” says musician Herman Li.
DragonForce had already wrapped up a profitable run when their hit was featured on Guitar Hero III, 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 when we next toured, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it threatened to eclipsing everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Plastic Guitar
The best marketing, be it for automobiles, apparel or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of being a rock star on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to participate”.
The majority installments were released in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Games like the fan project and Fortnite Festival have kept the community alive, and there’s set to be something from the original publisher in development. A new studio has begun production on their first music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game following the classic?
“Our team believed those games could be like Madden allowing annual update every year,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”