It has been two decades after Guitar Hero hit the market in North America, offering players everywhere the opportunity to become a rock star. Not literally, though you'd be hard-pressed convincing someone who has mastered the epic four-minute guitar solo in front of a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Each riff corresponded to specific notes, creating the feel of a genuine live show.
Harmonix previously experimented in the music genre before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable series that had a significant influence for many of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the initial financial challenges in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song since the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero became a hit, album purchases airtime were going up, all artists desired to participate.”
He adds: “One of the amazing things was how many mothers and fathers reached out and thanked us for exposing their children to the songs they adored. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers the way the game revived older hits to the forefront: “The game offered a larger, new demographic. Typically this had been considered outdated material, but then when it was featured on the title young people were finding it, suddenly it became trendy. This validated the genre, eliminating the outdated label. It provided all our music a new life.”
In 2008, the band's debut album was still unreleased in the US, meaning Guitar Hero was a key medium of discovery for the band during their a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band greater revenue than any of their records. It moved well over half a million copies upon release, while demand for their songs rose significantly during an era when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. This track is challenging enough on expert mode, not to mention performed at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” says musician Herman Li.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I remember the record label informing us that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best promotion, whether it’s for cars, apparel or games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to do it”.
Most installments were released in just a five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Games such as Clone Hero and newer releases have maintained the community active, with expectations of a new product from the founders on the way. A new studio has begun work on its debut music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles could be like Madden allowing annual releases,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”