Marking two decades after Guitar Hero debuted in North America, offering players everywhere the means to become a rock star. Not literally, though you'd be hard-pressed telling that someone who has mastered the epic four-minute instrumental break in front of a packed living-room audience.
Created by the developers, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen synchronized to the music. Each riff corresponded to specific notes, creating the feel of a genuine performance.
The studio previously tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by Activision in 2006. Together, they laid the foundations for a surprising billion-dollar franchise which made a remarkable impact for many of the artists included, showcasing decades-old bands to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when the game became a hit, and record sales airtime were going up, all artists desired to be in.”
He adds: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It became an intergenerational thing.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls how the series revived classic rock back into vogue: “The game offered a bigger, new demographic. Typically this had been seen as music that was past it, however once it got featured on the game young people discovered it, abruptly it was cool. That legitimised the genre, eliminating the outdated label. It gave our catalog renewed popularity.”
At that time, the band's first record was still not available in the US, so the game was a key medium of discovery for the group as they went on a North American tour supporting the rock giants. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It sold more than 500,000 units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. The song is difficult enough on the hardest setting, not to mention performed at double speed and without missing every one of its near 4,000 notes. They claimed it took nine months of practice.
“The game is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and enlist,” says musician the artist.
DragonForce had already wrapped up a profitable run before their hit was featured in the third game, yet he explains it made them widely recognized. “I remember the record label calling to tell me that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it risked eclipsing all other accomplishments. Last year, the track featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best promotion, be it for cars, apparel or video games, goes further than selling something – it inspires a longing. Was the game able to harness this? “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 creators felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
The majority installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Titles such as Clone Hero and newer releases have kept the community active, and there’s set to be a new product from the original publisher in development. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“We thought those games might become like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”