Marking two decades after Guitar Hero first launched in North America, providing players everywhere the opportunity to become rock legends. Not literally, but try telling that someone who's nailed Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Created by the developers, the game gave players a guitar-shaped controller to match on-screen cues moving along the screen in time with a song. Each riff corresponded to particular chords, creating the feel of an authentic live show.
Harmonix previously tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable series which made a significant influence for many of the artists featured, showcasing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero took off, album purchases and radio play were going up, all artists desired to participate.”
He continues: “One of the remarkable aspects was the number of parents reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Generally such music was considered outdated material, however when it was featured on the game young people were finding it, abruptly it was cool. This validated it, eliminating the outdated label. It gave our catalog a new life.”
In 2008, the band's debut album remained not available in the US, so the game was a key medium for exposure for the group during their US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their studio albums. It sold more than 500,000 units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. The song is challenging even in expert mode, let alone played at increased tempo and without missing every one of its near 4,000 notes. They claimed it took months of practice to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour when Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I remember the record label calling to tell me that our records were moving rapidly,” he says. “Popularity surged when we next toured, 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 overshadow all other accomplishments. Last year, the song was used in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders felt that humans have a natural human desire to make music, and their goal was to use technology to allow people to do it”.
The majority installments came out in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, except for a brief comeback several years later.
Games such as Clone Hero and Fortnite Festival have maintained the community alive, and there’s set to be a new product from the founders on the way. A new studio has entered work on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason for it to persist for future fans.”