Marking two decades since Guitar Hero first launched across the Atlantic, providing everyday gamers the tools to feel like a rock star. Not literally, but try telling that anyone who's nailed the epic four-minute guitar solo in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with the music. Every sequence corresponded to specific notes, producing the feel of a genuine live show.
The studio previously experimented in the music genre prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series which made a significant influence for many of the artists featured, introducing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact initial releases primarily featured cover versions.
“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the songs they loved. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically this had been considered music that was past it, but then when it was included in the title young people were finding it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the band's debut album was still not available stateside, meaning Guitar Hero was a key medium for exposure for the group during their US tour opening for the rock giants. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group more money than any of their records. It moved more than half a million copies in its first week, and sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
The series continues to inspire quick-handed dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with similar gameplay and extensive customisation options. This track is challenging enough on expert mode, 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.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and go to war,” notes musician the artist.
DragonForce had already completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing all other accomplishments. Recently, the track was used in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best promotion, be it for automobiles, apparel or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority installments came out in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games like the fan project and newer releases have kept the community alive, with set to be a new product from the original publisher on the way. Recently formed developers has begun work on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry in the spirit of the classic?
“Our team believed those games could be like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to continue with new generations.”