It has been 20 years since Guitar Hero hit the market across the Atlantic, offering everyday gamers the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who's mastered Free Bird’s lengthy instrumental break before a packed crowd of friends.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the display synchronized to the music. Every sequence mimicked specific notes, creating the feel of an authentic live show.
The studio previously tried its hand with rhythm games before partnering with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable franchise which made a significant influence on numerous musicians featured, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music since the cost was so high,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when the game became a hit, album purchases airtime increased, everyone wanted to participate.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their children to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish group one featured act had their track on the 2008 game the popular installment. Guitarist the artist remembers the way the game revived older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as music that was past it, but then when it was included in the title and teenagers were finding it, abruptly it was cool. That legitimised the genre, eliminating the outdated label. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album was still not available in the US, meaning Guitar Hero was a key medium of discovery for the band as they went on US tour opening for the rock giants. “Their crew were playing the song during travel, and several recognized us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Influence
Rock’s biggest acts soon took advantage of the game's success, including bands like 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. For example, the Aerosmith edition, reportedly earned the group greater revenue than any of their studio albums. It moved more than 500,000 units upon release, and sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is challenging enough on expert mode, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you should use actual weapons and enlist,” says musician Herman Li.
The band had already completed a profitable run before their hit appeared in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow all other accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to a single track, that's fine – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to do it”.
Most installments came out in just a five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Games such as the fan project and newer releases have kept the scene active, with set to be something from the founders in development. Recently formed developers has entered production on their first music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following the classic?
“Our team believed those games might become similar to sports games allowing annual releases,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to persist for future fans.”