It has been 20 years after Guitar Hero hit the market in North America, giving players everywhere the tools to feel like a rock star. Not literally, but try telling that someone who's nailed the epic lengthy instrumental break before a packed living-room audience.
Created by the developers, the game gave players a plastic guitar peripheral to match coloured notes moving along the display in time with a song. Each riff corresponded to particular chords, creating the feel of an authentic performance.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, later acquired by Activision in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar series which made a significant impact for many musicians included, introducing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music since the cost was so high,” he says. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game took off, album purchases airtime were going up, all artists desired to be in.”
He adds: “One of the amazing things was the number of parents got in touch expressing gratitude for introducing their children to the songs they adored. It became an intergenerational thing.”
Classic Rock Finds Younger Fans
Irish blues-rock band one featured act included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Generally such music was considered music that was past it, but then once it got featured on the game young people were finding it, suddenly it was cool. That legitimised it, and got rid of the outdated label. It provided all our music a new life.”
In 2008, the band's first record was still not available in the US, so the game served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “Their crew had on the song during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group more money than any of their records. It sold well over 500,000 copies upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging enough on the hardest setting, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce 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 widely recognized. “I recall the record label informing us that our records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing everything else accomplishments. Recently, the song featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, be it for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to participate”.
Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Games such as Clone Hero and newer releases have kept the community active, and there’s expectations of something from the original publisher in development. A new studio has entered work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed those games might become like Madden allowing annual update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”