It has been 20 years after Guitar Hero hit the market in North America, offering everyday gamers the means to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's mastered the epic four-minute instrumental break before a packed living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with a song. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar franchise that had a remarkable influence for many musicians featured, introducing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the cost prohibitive,” he says. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once Guitar Hero became a hit, album purchases and radio play increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of parents reached out and thanked us for exposing their kids to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls the way the game revived older hits back into vogue: “The game provided a bigger, new demographic. Generally this had been seen as outdated material, but then once it got included in the title young people discovered it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ tag. It gave our catalog a new life.”
In 2008, the Answer’s debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “The roadies were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their records. It moved more than 500,000 copies upon release, while demand for their songs rose significantly at a time as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. The song is challenging even in expert mode, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should use a real gun and enlist,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other the band has done. Last year, the track was used in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to a single track, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy from the Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most installments came out over a mere half-decade between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have kept the community alive, and there’s set to be something from the original publisher in development. A new studio has entered production on its debut music game. The initial creators are participating as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“Our team believed such titles could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”