Marking two decades since Guitar Hero first launched in North America, offering everyday gamers the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s four-minute guitar solo in front of a packed living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with the music. Every sequence mimicked particular chords, creating the sensation of an authentic performance.
Harmonix previously experimented in the music genre prior to teaming up with the publisher, which was purchased by Activision in 2006. Together, they established the foundations for a surprising massively profitable series that had a significant impact on numerous of the artists included, introducing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game became a hit, and record sales airtime were going up, everyone wanted to be in.”
He continues: “Among the amazing things was how many parents reached out expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series brought classic rock back into vogue: “The game provided a bigger, younger audience. Typically this had been considered music that was past it, however once it got featured on the game young people were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It gave our catalog renewed popularity.”
In 2008, the band's debut album was still not available in the US, meaning the game served as a primary platform for exposure for the group as they went on a North American tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Influence
Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the band more money compared to their records. It moved more than 500,000 units upon release, and sales of their songs rose significantly during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, a streamer achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging even in the hardest setting, not to mention performed at double speed and without missing a single one of the thousands of cues. They stated it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should use actual weapons and enlist,” notes musician Herman Li.
DragonForce previously completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow all other accomplishments. Recently, the song was used in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond than selling something – it evokes a desire. Was the game able to 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. From day one, the creators felt that humans have a natural urge to make music, and they wanted to use technology to allow people to participate”.
Most installments came out in just a five-year period between 2005 and 2010, including derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, except for a brief comeback several years later.
Titles such as the fan project and newer releases have maintained the community active, and there’s expectations of something from the original publisher in development. A new studio has entered work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games could be like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”