Marking 20 years since Guitar Hero first launched in North America, giving everyday gamers the means to become rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen in time with a song. Every sequence corresponded to particular chords, creating the feel of an authentic performance.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was acquired by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise which made a significant impact on numerous musicians featured, introducing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once the game became a hit, album purchases airtime were going up, everyone wanted to be in.”
He continues: “Among the amazing things was how many mothers and fathers got in touch and thanked us for exposing their kids to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits back into vogue: “The game provided a larger, new demographic. Generally this had been seen as music that was past it, however when it was featured on the game and teenagers were finding it, abruptly it became trendy. This validated it, and got rid of the outdated label. It gave all our music a new life.”
At that time, the Answer’s first record was still not available in the US, so Guitar Hero was a key medium of discovery for the group during their US tour supporting the rock giants. “Their crew had on the song during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the group greater revenue compared to their records. It moved well over half a million units upon release, and sales of their songs saw an increase significantly during an era when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging even in expert mode, not to mention played at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to pick up a real gun and enlist,” notes musician Herman Li.
The band previously completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “Previously I felt otherwise, 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’ve been part of people’s lives”.
Enduring Impact of a Iconic Controller
The best promotion, whether it’s for automobiles, clothes or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to participate”.
The majority installments were released in just a five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Titles such as Clone Hero and newer releases have kept the scene alive, and there’s set to be a new product from the original publisher on the way. A new studio has begun production on its debut music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to persist for future fans.”