It has been two decades since Guitar Hero debuted in North America, offering players everywhere the means to feel like rock legends. Not in reality, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute guitar solo in front of a packed crowd of friends.
Developed by the developers, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Each riff corresponded to specific notes, creating the feel of a genuine performance.
The studio had already experimented with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a significant impact on numerous of the artists included, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when the game became a hit, album purchases airtime were going up, everyone wanted to be in.”
He continues: “Among the amazing things was how many mothers and fathers reached out and thanked us for introducing their children to the songs they adored. It became a multigenerational thing.”
Classic Rock Gains Younger Fans
Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been considered music that was past it, however when it was included in the game and teenagers were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated tag. It gave all our music renewed popularity.”
In 2008, the Answer’s debut album was still unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band during their a North American tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group more money compared to their records. It moved well over half a million units upon release, while demand for their songs saw an increase significantly during an era as the industry faced decline.
The series still motivates nimble-fingered dedication among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention performed at double speed while hitting every one of its near 4,000 notes. The streamer claimed it took months of practice of practice.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you should use a real gun and enlist,” says musician Herman Li.
The band had already completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors calling to tell me that our selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing everything else accomplishments. Recently, the song was used in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for cars, apparel or games, extends beyond mere transactions – it inspires 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 in the spotlight. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to do it”.
The majority installments came out in just a half-decade between 2005 and 2010, featuring derivative titles like the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Titles like the fan project and Fortnite Festival have maintained the community alive, and there’s set to be something from the founders on the way. Recently formed developers has begun production on its debut music game. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?
“We thought such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible for it to continue for future fans.”