It has been 20 years since Guitar Hero first launched in North America, giving players everywhere the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy guitar solo in front of a packed crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the display in time with the music. Every sequence corresponded to particular chords, producing the sensation of a genuine performance.
Harmonix previously tried its hand with rhythm games before partnering with the publisher, later acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable franchise which made a significant impact for many musicians included, showcasing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured 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 bands like legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, album purchases airtime were going up, all artists desired to be in.”
He adds: “Among the amazing things was the number of parents reached out and thanked us for exposing their kids to the songs they adored. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “The game offered a bigger, new demographic. Generally such music was seen as music that was past it, however when it was included in the game young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the Answer’s first record was still unreleased in the US, so the game was a key medium for exposure for the band as they went on a North American tour opening for the rock giants. “The roadies were playing Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group more money than any of their records. It moved more than half a million copies in its first week, while demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
The series still motivates nimble-fingered dedication within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. This track is challenging enough on expert mode, not to mention played at double speed while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow all other the band has done. Recently, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of performing as a music icon on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.
Most installments were released over a mere half-decade between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be something from the founders on the way. Recently formed developers has begun production on its debut music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“We thought those games could be similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”