It has been 20 years after the legendary game debuted in North America, providing players everywhere the opportunity to become a rock star. Not literally, but try convincing someone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to a song. Each riff corresponded to particular chords, producing the sensation of a genuine live show.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise which made a significant impact for many of the artists included, introducing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero took off, album purchases and radio play increased, everyone wanted to participate.”
He continues: “One of the amazing things was the number of parents got in touch and thanked us for exposing their kids to the music they loved. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Guitarist the artist remembers how the series brought classic rock to the forefront: “The game provided a larger, younger audience. Typically such music was seen as outdated material, but then once it got featured on the game young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
In 2008, the Answer’s first record remained not available stateside, meaning the game was a key medium for exposure for the band as they went on a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on their music collections and associated stories, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the group more money than any of their records. It sold more than half a million units upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult even in the hardest setting, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They stated requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” says DragonForce guitarist Herman Li.
The band had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall our distributors informing us that our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing everything else the band has done. Recently, the track featured in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.
Titles such as Clone Hero and newer releases have maintained the community alive, and there’s expectations of something from the founders in development. A new studio has entered production on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?
“Our team believed those games could be similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”