Marking 20 years since Guitar Hero first launched across the Atlantic, offering players everywhere the means to become rock legends. Not literally, but try telling that someone who has mastered Free Bird’s lengthy guitar solo in front of an enthusiastic living-room audience.
Developed by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display synchronized to a song. Every sequence mimicked particular chords, producing the feel of an authentic live show.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later purchased by Activision in 2006. Together, they established the groundwork for a surprising billion-dollar franchise that had a significant influence for many of the artists included, introducing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero took off, and record sales airtime were going up, all artists desired to participate.”
He continues: “One of the amazing things was how many parents reached out expressing gratitude for exposing their kids to the music they adored. It evolved into an intergenerational phenomenon.”
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers how the series brought older hits to the forefront: “The game offered a bigger, younger audience. Generally such music was considered music that was past it, however once it got featured on the title and teenagers were finding it, suddenly it was cool. That legitimised it, eliminating the outdated tag. It gave all our music a new life.”
In 2008, the Answer’s debut album remained unreleased stateside, so Guitar Hero was a key medium of discovery for the group as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and associated lore, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It sold well over half a million copies in its first week, and sales of their songs rose of up to 40% during an era as the industry faced decline.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. This track is challenging enough on expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour when their hit appeared in the third game, but Li says it turned them into a household name. “I recall the record label calling to tell me that our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other accomplishments. Recently, the track was used in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
Top-tier promotion, be it for cars, clothes or games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that humans have a natural urge to create songs, and their goal was to use technology to enable everyone to do it”.
Most installments came out in just a half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games like the fan project and Fortnite Festival have maintained the community active, and there’s set to be something from the original publisher in development. A new studio has entered work on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”
A multilingual educator with over 10 years of experience in translation and language instruction.