It has been two decades after Guitar Hero hit the market in North America, providing players everywhere the means to feel like rock legends. Figuratively speaking, but try convincing someone who has nailed Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues scrolling down the display in time with a song. Each riff corresponded to specific notes, producing the sensation of a genuine live show.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Together, they established the foundations for an unlikely billion-dollar series which made a significant influence for many of the artists included, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – even though the first two games mostly used cover versions.
“We reproduced every song since the dollar figure was so high,” he says. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, and record sales airtime were going up, everyone wanted to be in.”
He continues: “One of the amazing things was the number of mothers and fathers reached out and thanked us for introducing their children to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish group one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game brought older hits back into vogue: “The game offered a larger, younger audience. Typically this had been seen as outdated material, however once it got included in the title young people were finding it, abruptly it was cool. That legitimised it, eliminating the outdated label. It provided all our music a new life.”
At that time, the Answer’s debut album remained not available in the US, meaning Guitar Hero served as a primary platform for exposure for the band as they went on US tour supporting the rock giants. “Their crew had on the song on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money 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 significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. This track is challenging even in expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. They claimed requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should use a real gun and go to war,” says musician Herman Li.
DragonForce had already completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing everything else accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got 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, be it for automobiles, clothes or video games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement 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 they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Titles such as the fan project and Fortnite Festival have maintained the scene active, and there’s expectations of something from the founders in development. A new studio has entered work on their first music game. The initial creators are participating in advisory roles. Is the world prepared to welcome another game following Guitar Hero?
“We thought such titles could be similar to sports games where you can update every year,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”