It has been two decades since Guitar Hero hit the market across the Atlantic, offering everyday gamers the tools to feel like a rock star. Not in reality, but try convincing anyone who has mastered Free Bird’s four-minute guitar solo in front of a packed crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Each riff mimicked specific notes, producing the feel of a genuine performance.
Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising billion-dollar franchise that had a significant influence on numerous musicians included, introducing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of parents got in touch and thanked us for exposing their children to the songs they adored. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act had Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls how the series brought classic rock back into vogue: “The game provided a bigger, new demographic. Typically such music was considered music that was past it, however when it was included in the title and teenagers were finding it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
At that time, the Answer’s debut album was still not available stateside, meaning the game served as a primary platform for exposure for the band during their a North American tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Impact
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It moved more than half a million copies upon release, while demand for their songs saw an increase significantly at a time when the music business faced decline.
The series continues to inspire quick-handed dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.
The band previously completed a successful tour when Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”
Indeed, the band's visibility via the game was so immense that it has risked eclipsing all other the band has done. Recently, the song featured in promotional material for a major film. “Previously I thought differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.
The majority installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Titles such as Clone Hero and newer releases have kept the scene active, and there’s expectations of something from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry following the classic?
“Our team believed such titles could be like Madden allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason for it to persist with new generations.”