It has been two decades after Guitar Hero first launched in North America, offering everyday gamers the opportunity to feel like rock legends. Not literally, but try convincing anyone who's mastered the epic lengthy instrumental break 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 tried its hand in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise that had a remarkable influence for many musicians included, introducing classic groups to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales airtime increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for exposing their children to the songs they loved. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally this had been considered outdated material, but then when it was included in the title young people were finding it, abruptly it was cool. This validated it, and got rid of the outdated label. It gave all our music renewed popularity.”
At that time, the Answer’s debut album remained not available in the US, meaning the game served as a primary platform of discovery for the band during their a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band more money compared to their records. It moved more than 500,000 units in its first week, and demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is challenging enough on expert mode, not to mention played at increased tempo while hitting every one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” says musician Herman Li.
The band previously wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors informing us that we were records were moving rapidly,” he says. “It exploded when we next toured, and we performed just before top acts at the event.”
In fact, the band's visibility via the game proved so vast that it risked overshadow everything else the band has done. Last year, the track featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier promotion, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the creators believed humans have a natural urge to create songs, and their goal was to use technology to allow people to do it”.
Most installments were released over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Games such as the fan project and Fortnite Festival have kept the community alive, and there’s set to be a new product from the original publisher in development. A new studio has begun production on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?
“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible for it to persist for future fans.”