It has been 20 years after Guitar Hero first launched in North America, offering everyday gamers the means to become a rock star. Not in reality, but try telling that someone who has mastered Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the screen in time with the music. Every sequence corresponded to specific notes, creating the sensation of an authentic live show.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable franchise which made a significant impact for many musicians included, introducing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. But once the game took off, album purchases and radio play increased, everyone wanted to be in.”
He adds: “Among the amazing things was how many mothers and fathers got in touch and thanked us for exposing their children to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers how the series brought classic rock back into vogue: “The game provided a bigger, new demographic. Generally such music was seen as music that was past it, but then when it was featured on the game and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
At that time, the band's debut album remained unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Impact
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group greater revenue than any of their studio albums. It moved well over 500,000 units upon release, while demand for their songs rose significantly during an era when the music business faced decline.
Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. The song is difficult even in the hardest setting, let alone performed at double speed and without missing every one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and go to war,” notes musician Herman Li.
DragonForce previously completed a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it threatened to overshadow everything else the band has done. Recently, the track was used in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.
The majority installments came out in just a five-year period 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 in plastic instruments waned, aside from a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have maintained the scene active, and there’s expectations of something from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace another game following Guitar Hero?
“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”