It has been 20 years after Guitar Hero hit the market in North America, providing everyday gamers the tools to become rock legends. Not in reality, but try convincing anyone who has nailed Free Bird’s lengthy guitar solo before a packed living-room audience.
Created by the developers, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the display in time with a song. Each riff mimicked specific notes, producing the feel of a genuine performance.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, later acquired by Activision in 2006. Together, they established the groundwork for a surprising massively profitable franchise that had a significant influence for many of the artists featured, introducing decades-old groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the songs – even though initial releases mostly used cover versions.
“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales airtime increased, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains a New Audience
Irish group one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game revived classic rock back into vogue: “The game offered a larger, new demographic. Typically this had been seen as music that was past it, but then when it was featured on the game and teenagers were finding it, suddenly it became trendy. This validated the genre, and got rid of the outdated label. It gave our catalog a new life.”
In 2008, the Answer’s first record remained not available stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour opening for the rock giants. “Their crew were playing the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their records. It moved well over half a million copies upon release, and demand for their songs saw an increase significantly during an era as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is challenging even in the hardest setting, not to mention played at double speed while hitting a single one of the thousands of cues. The streamer stated it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you should pick up a real gun and enlist,” says DragonForce guitarist the artist.
The band had already completed a profitable run when their hit was featured in the third game, yet he explains it turned them into widely recognized. “I remember the record label informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it risked eclipsing all other accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Legacy of a Plastic Guitar
Top-tier promotion, be it for cars, apparel or games, goes further than selling something – it inspires a desire. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback several years later.
Games like Clone Hero and Fortnite Festival have kept the scene alive, with set to be something from the founders in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games might become similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”