It has been two decades after the legendary game hit the market in North America, providing everyday gamers the tools to feel like a rock star. Not literally, but try telling that someone who's mastered the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to a song. Each riff mimicked particular chords, producing the feel of a genuine performance.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable franchise which made a significant influence for many musicians featured, introducing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It became a multigenerational thing.”
Classic Rock Gains Younger Fans
Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “The game offered a larger, new demographic. Generally such music was seen as music that was past it, but then once it got featured on the title and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album remained unreleased stateside, meaning the game was a key medium for exposure for the group during their US tour opening for AC/DC. “The roadies had on the song on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their records. It sold well over half a million copies in its first week, and demand for Aerosmith’s music rose significantly during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is challenging enough on expert mode, not to mention played at increased tempo while hitting every one of the thousands of cues. They claimed requiring months of practice of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” notes musician Herman Li.
DragonForce previously completed a successful tour before Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I remember our distributors calling to tell me that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it has risked eclipsing all other the band has done. Recently, the track featured in a trailer 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, that's fine – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders believed humans have a natural human desire to create songs, 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, featuring spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Games such as the fan project and newer releases have maintained the community alive, with expectations of something from the original publisher on the way. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles might become like Madden where you can releases,” Dornbrook says. “With abundant new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”