It has been two decades after Guitar Hero first launched in North America, offering players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who's nailed the epic lengthy guitar solo before an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar franchise that had a remarkable impact on numerous of the artists included, introducing decades-old bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the cost prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game took off, album purchases and radio play were going up, all artists desired to be in.”
He adds: “One of the amazing things was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Generally such music was seen as music that was past it, but then once it got included in the game young people discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated tag. It gave our catalog a new life.”
At that time, the band's first record remained unreleased stateside, so Guitar Hero was a key medium for exposure for the group as they went on US tour supporting AC/DC. “The roadies had on the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their studio albums. It moved well over 500,000 units in its first week, while demand for Aerosmith’s music rose significantly during an era as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging even in the hardest setting, not to mention performed at double speed and without missing a single one of the thousands of cues. The streamer claimed it took months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and go to war,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
In fact, the band's visibility via the game was so immense that it has risked eclipsing all other the band has done. Recently, the song featured in promotional material for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most installments were released over a mere half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have maintained the community alive, and there’s set to be a new product from the founders 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 another game following Guitar Hero?
“We thought such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant new music that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”