Marking two decades after Guitar Hero debuted in North America, offering everyday gamers the means to become rock legends. Figuratively speaking, but try telling that anyone who's mastered Free Bird’s lengthy guitar solo in front of a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to the music. Every sequence corresponded to particular chords, producing the feel of a genuine performance.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Collaboratively, they laid the foundations for a surprising massively profitable series which made a remarkable influence on numerous musicians included, showcasing classic groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to be in.”
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 adored. It evolved into a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish group one featured act included Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers how the series revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been seen as music that was past it, but then when it was included in the title and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the band's first record was still unreleased stateside, meaning the game was a key medium of discovery for the band as they went on US tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their records. It sold well over half a million units upon release, and sales of their songs rose of up to 40% at a time when the music business faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. This track is difficult even in the hardest setting, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour before Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I remember our distributors informing us that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to overshadow all other the band has done. Last year, the track was used in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best marketing, whether it’s for automobiles, apparel or video games, goes further than selling something – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most installments were released over a mere five-year period between 2005 and 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the scene alive, with expectations of something from the original publisher in development. A new studio has entered production on its debut music game. The initial creators are participating as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”