It has been 20 years after the legendary game hit the market in North America, giving everyday gamers the opportunity to feel like rock legends. Not in reality, but try convincing anyone who has mastered the epic four-minute guitar solo before a packed living-room audience.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with the music. Each riff mimicked specific notes, creating the feel of a genuine performance.
The studio previously experimented in the music genre prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Together, they established the foundations for a surprising billion-dollar series which made a remarkable influence on numerous musicians included, introducing decades-old groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game took off, and record sales airtime were going up, all artists desired to participate.”
He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for exposing their children to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series brought older hits to the forefront: “The game offered a larger, younger audience. Typically this had been considered music that was past it, but then when it was featured on the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It provided our catalog renewed popularity.”
At that time, the band's first record was still not available stateside, meaning the game was a key medium for exposure for the band during their a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It sold well over half a million units upon release, while sales of Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed fanaticism among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. This track is challenging even in the hardest setting, not to mention played at double speed while hitting a single one of the thousands of cues. They claimed requiring nine months of practice.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist the artist.
The band had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors calling to tell me that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow everything else the band has done. Recently, the track featured in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the creators believed there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as the fan project and newer releases have kept the community alive, with expectations of a new product from the founders on the way. Recently formed developers has entered work on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”