Marking two decades since Guitar Hero hit the market across the Atlantic, providing players everywhere the means to become a rock star. Not literally, though you'd be hard-pressed telling that someone who has mastered Free Bird’s lengthy guitar solo in front of a packed living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Each riff mimicked specific notes, producing the feel of an authentic performance.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the foundations for a surprising billion-dollar series which made a significant impact for many musicians included, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the early financial challenges of licensing the recordings – even though the first two games mostly used cover versions.
“We reproduced every song since the cost was so high,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game took off, album purchases and radio play increased, all artists desired to participate.”
He adds: “Among the amazing things was the number of parents got in touch and thanked us for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls how the series revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been considered music that was past it, however when it was included in the title young people discovered it, suddenly it was cool. That legitimised the genre, and got rid of the outdated tag. It provided our catalog a new life.”
At that time, the band's first record was still not available stateside, meaning Guitar Hero served as a primary platform for exposure for the group during their a North American tour supporting AC/DC. “Their crew were playing the song during travel, and several knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Impact
Rock’s biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the band greater revenue compared to their studio albums. It sold well over half a million copies upon release, and sales of their songs rose of up to 40% at a time as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging even in the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
The band had already completed a successful tour before their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors informing us that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing everything else accomplishments. Last year, the song featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most installments were released in just a five-year period from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback several years later.
Titles like Clone Hero and Fortnite Festival have maintained the community active, with expectations of a new product from the original publisher in development. Recently formed developers has begun work on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed such titles might become like Madden where you can update every year,” he remarks. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”