Marking 20 years since the legendary game debuted in North America, offering players everywhere the means to feel like a rock star. Not literally, but try convincing someone who's mastered Free Bird’s lengthy guitar solo in front of a packed living-room audience.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to a song. Each riff mimicked specific notes, producing the sensation of a genuine performance.
Harmonix previously experimented in the music genre before partnering with RedOctane, which was acquired by Activision in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar series which made a remarkable impact on numerous musicians featured, showcasing decades-old groups to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured cover versions.
“We rerecorded every song since the cost prohibitive,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game took off, album purchases airtime were going up, all artists desired to participate.”
He adds: “Among the amazing things was how many parents got in touch and thanked us for exposing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally this had been considered music that was past it, but then when it was included in the game young people discovered it, abruptly it became trendy. This validated it, and got rid of the outdated label. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained not available in the US, so the game served as a primary platform for exposure for the group as they went on a North American tour opening for the rock giants. “Their crew were playing the song during travel, and several knew us thanks to the game,” Mahon says.
Major Band Titles Enduring Influence
Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their studio albums. It moved well over 500,000 units upon release, while sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. This track is difficult even in the hardest setting, let alone performed at increased tempo while hitting every one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label informing us that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow all other the band has done. Recently, the track featured in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, be it for cars, apparel or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to do it”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.
Games such as Clone Hero and newer releases have kept the community alive, and there’s set to be a new product from the founders in development. A new studio has entered work on its debut rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”