Marking 20 years since Guitar Hero hit the market in North America, giving players everywhere the opportunity to feel like rock legends. Not literally, but try convincing someone who has nailed the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with the music. Every sequence mimicked particular chords, producing the feel of an authentic performance.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a remarkable influence on numerous of the artists included, showcasing classic groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges of licensing the recordings – even though the first two games mostly used cover versions.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero took off, album purchases airtime were going up, all artists desired to be in.”
He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the music they adored. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “The game provided a larger, new demographic. Typically this had been considered outdated material, however when it was included in the game and teenagers discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It provided all our music a new life.”
In 2008, the band's first record remained not available stateside, meaning the game was a key medium for exposure for the band as they went on US tour opening for the rock giants. “Their crew were playing the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their studio albums. It moved more than half a million copies in its first week, while sales of their songs saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates nimble-fingered dedication within the community. Earlier this year, a streamer achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is challenging even in expert mode, not to mention played at double speed while hitting every one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you ought to pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it made them widely recognized. “I recall the record label informing us that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing everything else accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to make music, and their goal was to use technology to allow people to do it”.
Most installments were released in just a five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have maintained the community alive, with set to be a new product from the founders on the way. A new studio has entered production on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“We thought such titles might become like Madden where you can update every year,” he remarks. “With abundant new music that it could be evergreen, thus I remain hopeful. There’s no reason for it to continue with new generations.”