It has been two decades since Guitar Hero hit the market in North America, giving players everywhere the tools to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed the epic lengthy guitar solo in front of a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the screen in time with a song. Every sequence mimicked specific notes, producing the sensation of an authentic live show.
The studio previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise that had a significant impact on numerous musicians featured, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the songs – even though the first two games primarily featured cover versions.
“We rerecorded all the music because the cost prohibitive,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero took off, and record sales and radio play increased, everyone wanted to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It became a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act had Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers how the series brought classic rock back into vogue: “The game offered a larger, younger audience. Typically this had been seen as music that was past it, however once it got featured on the game young people were finding it, suddenly it became trendy. This validated the genre, eliminating the outdated tag. It gave our catalog a new life.”
At that time, the Answer’s debut album remained not available stateside, so the game served as a primary platform of discovery for the group as they went on a North American tour opening for AC/DC. “The roadies had on Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Impact
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on their music collections and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band 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 still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging even in the hardest setting, let alone performed at increased tempo while hitting every one of the thousands of cues. They stated requiring months of practice of practice.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” notes musician Herman Li.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors informing us that our records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing all other accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role of people’s lives”.
Enduring Impact from the Iconic Controller
Top-tier promotion, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the creators believed humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the founders on the way. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?
“We thought such titles could be like Madden where you can update every year,” he remarks. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”