Marking two decades after the legendary game first launched across the Atlantic, offering players everywhere the tools to become rock legends. Not in reality, though you'd be hard-pressed telling that someone who's mastered Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Every sequence corresponded to specific notes, producing the feel of an authentic live show.
The studio previously tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a significant impact for many of the artists included, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the songs – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, all artists desired to be in.”
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 an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was seen as music that was past it, however once it got featured on the game young people discovered it, abruptly it was cool. This validated it, eliminating the outdated label. It provided all our music a new life.”
At that time, the band's first record remained not available in the US, so the game served as a primary platform for exposure for the band as they went on a North American tour supporting the rock giants. “The roadies were playing the song during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Influence
Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It sold more than half a million copies upon release, and demand for Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. The song is challenging enough on expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. They claimed requiring nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should use a real gun and enlist,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour before Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I remember the record label informing us that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing everything else accomplishments. Last year, the song was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best marketing, be it for automobiles, apparel or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, featuring spin-offs like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have kept the scene alive, with expectations of something from the original publisher on the way. A new studio has entered work on its debut music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”