Marking two decades after Guitar Hero hit the market across the Atlantic, providing everyday gamers the means to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who has mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to particular chords, producing the feel of an authentic live show.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable franchise which made a remarkable influence for many of the artists featured, introducing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – even though initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero took off, and record sales and radio play increased, everyone wanted to participate.”
He continues: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their children to the music they adored. It became a multigenerational thing.”
Classic Rock Finds a New Audience
Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “Guitar Hero offered a larger, new demographic. Generally this had been considered music that was past it, but then once it got featured on the game and teenagers discovered it, suddenly it was cool. This validated it, eliminating the outdated tag. It provided all our music renewed popularity.”
At that time, the band's first record remained not available in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour supporting AC/DC. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” he notes.
Major Band Titles and Lasting Influence
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their records. It moved well over 500,000 copies upon release, and sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. The song is challenging even in expert mode, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer claimed it took months of practice of practice.
“Guitar Hero 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,” notes musician Herman Li.
DragonForce had already completed a successful tour before Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that our selling albums rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow all other the band has done. Recently, 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 a single track, that's fine – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators believed humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.
Games like the fan project and newer releases have kept the community active, with set to be something from the original publisher on the way. A new studio has begun work on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible for it to continue for future fans.”