Marking two decades since Guitar Hero hit the market across the Atlantic, giving everyday gamers the opportunity to become rock legends. Not in reality, but try convincing anyone who's nailed the epic lengthy guitar solo before a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the display in time with a song. Every sequence mimicked specific notes, producing the sensation of a genuine performance.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise which made a remarkable impact for many musicians included, showcasing classic bands to millions of younger players.
A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the songs – even though the first two games primarily featured cover versions.
“We reproduced all the music since the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits back into vogue: “The game offered a larger, new demographic. Typically this had been considered outdated material, but then when it was included in the game young people were finding it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “Their crew were playing the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related stories, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the band greater revenue than any of their records. It sold more than 500,000 units upon release, while sales of their songs saw an increase of up to 40% during an era as the industry was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging enough on the hardest setting, let alone performed at double speed while hitting every one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” says musician Herman Li.
DragonForce had already wrapped up a profitable run when their hit appeared in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our selling albums like crazy,” he says. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow all other accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or video games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to allow people to participate”.
Most installments were released over a mere five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Titles like the fan project and Fortnite Festival have kept the scene active, with expectations of a new product from the founders on the way. A new studio has begun work on their first music game. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”