It has been two decades since Guitar Hero first launched across the Atlantic, offering everyday gamers the tools to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Each riff corresponded to particular chords, producing the sensation of a genuine performance.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise which made a significant influence for many musicians included, showcasing decades-old groups to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music since the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game took off, album purchases airtime were going up, everyone wanted to be in.”
He continues: “One of the amazing things was the number of mothers and fathers reached out and thanked us for introducing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits back into vogue: “The game provided a larger, new demographic. Generally such music was seen as music that was past it, but then when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the Answer’s first record remained unreleased in the US, so Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour opening for AC/DC. “The roadies were playing the song during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their studio albums. It sold well over half a million units upon release, and sales of their songs rose of up to 40% during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is difficult even in the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They stated it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band previously completed a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I remember our distributors informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to overshadow everything else accomplishments. Last year, the song was used in promotional material for a major film. “In the past I felt differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy from the Iconic Controller
The best marketing, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles like the fan project and newer releases have maintained the scene alive, and there’s set to be a new product from the founders in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games could be similar to sports games allowing annual releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”