It has been two decades since Guitar Hero hit the market across the Atlantic, giving everyday gamers the means to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to the music. Each riff corresponded to specific notes, creating the sensation of an authentic performance.
The studio had already experimented with rhythm games before partnering with RedOctane, which was acquired by Activision during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar series which made a remarkable influence on numerous musicians included, introducing decades-old bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the initial financial challenges of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play increased, everyone wanted to be in.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their kids to the music they adored. It evolved into a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game revived older hits to the forefront: “The game provided a larger, younger audience. Typically such music was considered outdated material, but then when it was included in the game and teenagers were finding it, suddenly it was cool. That legitimised it, eliminating the outdated tag. It provided our catalog renewed popularity.”
At that time, the Answer’s first record remained unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the band during their US tour supporting the rock giants. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Influence
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and associated stories, imagery 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 500,000 copies upon release, while sales of their songs rose of up to 40% at a time as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Recently, an online personality achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. This track is challenging even in the hardest setting, let alone played at double speed and without missing every one of the thousands of cues. They stated requiring months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes musician Herman Li.
DragonForce previously completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that our selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it risked overshadow all other the band has done. Last year, the song was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “If you only hear a single track, that's fine – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Impact from the Plastic Guitar
The best marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Games like Clone Hero and newer releases have maintained the scene alive, with set to be a new product from the founders on the way. A new studio has entered work on its debut music game. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“We thought those games could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”