Marking 20 years after Guitar Hero first launched across the Atlantic, offering players everywhere the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable influence for many musicians included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “Among the amazing things was how many parents reached out expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Irish group one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series revived classic rock back into vogue: “The game provided a larger, younger audience. Typically such music was seen as outdated material, but then when it was featured on the title young people discovered it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It gave all our music renewed popularity.”
At that time, the band's first record was still unreleased stateside, so Guitar Hero served as a primary platform of discovery for the band as they went on US tour supporting AC/DC. “Their crew had on the song during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the group greater revenue compared to their records. It sold well over half a million units in its first week, and demand for their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. This track is difficult even in expert mode, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band previously completed a successful tour before their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label informing us that we were selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it risked eclipsing everything else accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or games, goes further mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to allow people to do it”.
Most installments came out over a mere half-decade from 2005 to 2010, including derivative titles like the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival in 2015.
Games such as the fan project and newer releases have kept the scene active, with expectations of a new product from the original publisher in development. Recently formed developers has begun work on their first music game. The initial creators are participating as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games could be similar to sports games allowing annual releases,” he remarks. “With abundant new music that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”