It has been two decades since Guitar Hero debuted across the Atlantic, offering players everywhere the opportunity to become a rock star. Figuratively speaking, but try telling that someone who has nailed Free Bird’s lengthy instrumental break before an enthusiastic living-room audience.
Created by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Every sequence corresponded to particular chords, producing the sensation of a genuine performance.
Harmonix previously tried its hand in the music genre before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they established the foundations for an unlikely billion-dollar series that had a remarkable impact for many of the artists featured, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their kids to the music they loved. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been seen as music that was past it, however once it got included in the game and teenagers discovered it, suddenly it became trendy. That legitimised it, and got rid of the outdated tag. It provided our catalog a new life.”
In 2008, the Answer’s debut album was still not available in the US, so the game served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew had on the song during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It sold well over 500,000 units upon release, while demand for their songs rose significantly at a time as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. The song is difficult enough on expert mode, not to mention played at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I remember the record label informing us that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked eclipsing all other the band has done. Recently, the song was used in promotional material for a major film. “Previously I thought differently, but now I accept it,” Li says. “If you only listen to a single track, that's fine – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
Top-tier marketing, whether it’s for cars, clothes or video games, goes further 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 co-founders felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments came out over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Titles like Clone Hero and newer releases have maintained the community active, with expectations of something from the founders on the way. A new studio has begun production on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”