It has been two decades after Guitar Hero debuted across the Atlantic, offering players everywhere the tools to feel like rock legends. Not in reality, though you'd be hard-pressed telling that someone who has nailed the epic four-minute guitar solo in front of a packed living-room audience.
Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display in time with a song. Every sequence corresponded to particular chords, producing the sensation of an authentic performance.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable franchise that had a remarkable influence on numerous of the artists featured, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the cost prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, album purchases and radio play were going up, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the music they loved. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game revived older hits to the forefront: “The game offered a larger, new demographic. Generally such music was considered music that was past it, however once it got included in the title young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”
In 2008, the band's first record remained not available stateside, meaning the game served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their studio albums. It moved well over half a million units upon release, and sales of Aerosmith’s music rose significantly during an era when the music business was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is difficult even in the hardest setting, let alone played at double speed and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes musician Herman Li.
The band previously wrapped up a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall our distributors calling to tell me that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing everything else accomplishments. Last year, the song was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon on the stage. Since the beginning, the creators believed humans have a natural urge to create songs, and they wanted to use technology to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback in 2015.
Games such as Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”