It has been two decades after the legendary game debuted in North America, offering everyday gamers the tools to become rock legends. Figuratively speaking, but try convincing someone who has nailed Free Bird’s lengthy instrumental break before a packed living-room audience.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Each riff mimicked specific notes, producing the sensation of a genuine live show.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a significant impact for many of the artists featured, showcasing decades-old bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music since the cost was so high,” he says. “Even with the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. But once the game became a hit, album purchases airtime increased, everyone wanted to participate.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act had their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Typically this had been seen as music that was past it, but then once it got included in the game and teenagers discovered it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
At that time, the Answer’s first record remained not available in the US, so the game was a key medium for exposure for the group during their US tour opening for the rock giants. “Their crew were playing the song during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Music's heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It sold well over 500,000 copies upon release, and demand for Aerosmith’s music rose significantly at a time as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. This track is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting a single one of the thousands of cues. They claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run when their hit appeared in the third game, yet he explains it turned them into widely recognized. “I remember our distributors informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it threatened to overshadow everything else the band has done. Recently, the song was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – each person has a unique path in music and I’m glad we played a role of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best marketing, be it for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to do it”.
Most installments were released in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.
Games such as the fan project and newer releases have maintained the scene alive, and there’s expectations of something from the original publisher on the way. Recently formed developers has begun production on their first music game. The initial creators are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to continue for future fans.”