It has been 20 years since the legendary game debuted in North America, giving everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try telling that someone who's mastered the epic lengthy guitar solo before an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen synchronized to a song. Each riff corresponded to particular chords, producing the feel of a genuine performance.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable franchise which made a remarkable impact for many of the artists included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.
“We rerecorded every song because the cost was so high,” he says. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their kids to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls the way the game revived classic rock back into vogue: “The game offered a bigger, new demographic. Typically this had been considered outdated material, however when it was featured on the title and teenagers discovered it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
In 2008, the Answer’s first record was still unreleased stateside, so Guitar Hero served as a primary platform of discovery for the band as they went on US tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Influence
Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their records. It moved well over half a million units in its first week, and sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.
The series continues to inspire nimble-fingered dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive personalization features. The song is difficult even in expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. Just as with other games, that doesn’t mean you should use actual weapons and enlist,” says DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run before their hit appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors informing us that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it threatened to overshadow all other the band has done. Last year, the song featured in a trailer for Despicable Me 4. “In the past I thought differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Iconic Controller
The best promotion, whether it’s for cars, clothes or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to participate”.
Most installments were released over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Titles such as the fan project and newer releases have maintained the scene alive, and there’s expectations of a new product from the founders in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry following the classic?
“Our team believed such titles could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”