Marking two decades since the legendary game first launched in North America, giving players everywhere the means to become a rock star. Not literally, but try telling that someone who has mastered Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to the music. Each riff mimicked specific notes, creating the feel of a genuine live show.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar franchise which made a remarkable influence for many of the artists featured, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured cover versions.
“We reproduced every song because the cost was so high,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases and radio play were going up, all artists desired to participate.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they adored. It became a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived older hits to the forefront: “The game offered a larger, new demographic. Generally this had been considered outdated material, however when it was featured on the game young people were finding it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the band's first record was still unreleased in the US, meaning the game was a key medium of discovery for the group as they went on US tour opening for the rock giants. “The roadies had on the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the group more money than any of their records. It sold well over half a million units upon release, while demand for their songs saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. The song is difficult even in expert mode, let alone played at double speed and without missing a single one of its near 4,000 notes. They stated it took nine months to accomplish.
“The game offers a, imaginary experience. Just as with other games, it doesn't imply you should pick up a real gun and enlist,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else accomplishments. Last year, the track was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best promotion, be it for automobiles, clothes or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.
Titles such as Clone Hero and newer releases have maintained the community active, and there’s set to be something from the original publisher on the way. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game following the classic?
“We thought those games might become like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”