It has been two decades since Guitar Hero first launched across the Atlantic, offering players everywhere the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes moving along the screen synchronized to a song. Every sequence mimicked particular chords, producing the sensation of an authentic performance.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was purchased by Activision in 2006. Together, they established the groundwork for a surprising massively profitable series which made a significant influence for many musicians included, introducing classic bands to millions of younger players.
Michael Dornbrook, former COO from the developer, recalls the early budgetary hurdles in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he says. “Even with the publishing rights alone, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when the game became a hit, and record sales and radio play increased, everyone wanted to participate.”
He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their children to the songs they adored. It became a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero offered a larger, younger audience. Generally this had been seen as music that was past it, however once it got included in the title young people were finding it, abruptly it became trendy. This validated the genre, and got rid of the outdated tag. It gave all our music renewed popularity.”
At that time, the band's debut album was still not available stateside, so Guitar Hero served as a primary platform of discovery for the band during their a North American tour supporting AC/DC. “The roadies had on the song during travel, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band more money compared to their studio albums. It sold more than 500,000 copies upon release, and demand for their songs saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. This track is difficult enough on expert mode, not to mention played at increased tempo and without missing every one of the thousands of cues. They stated requiring months of practice of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist the artist.
The band previously wrapped up a profitable run when their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that our selling albums like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked overshadow all other accomplishments. Last year, the track was used in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or video games, goes further than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” 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 create songs, and their goal was to leverage innovation to allow people to do it”.
Most installments were released over a mere five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles such as Clone Hero and newer releases have maintained the scene alive, with set to be something from the original publisher in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“We thought such titles might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason for it to persist with new generations.”