It has been two decades after Guitar Hero first launched across the Atlantic, giving everyday gamers the opportunity to become a rock star. Figuratively speaking, but try convincing someone who's mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the screen synchronized to a song. Every sequence corresponded to specific notes, creating the feel of an authentic performance.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the foundations for a surprising billion-dollar franchise that had a remarkable impact on numerous musicians featured, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, all artists desired to participate.”
He continues: “One of the amazing things was the number of parents got in touch expressing gratitude for exposing their children to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Irish group one featured act had Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls the way the game revived older hits to the forefront: “Guitar Hero offered a larger, new demographic. Generally this had been seen as outdated material, however once it got featured on the title and teenagers were finding it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the band's debut album was still not available in the US, meaning Guitar Hero was a key medium for exposure for the group as they went on US tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money than any of their studio albums. It sold more than half a million copies in its first week, while sales of their songs saw an increase of up to 40% at a time when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is challenging even in expert mode, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They stated requiring nine months to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” notes musician Herman Li.
The band previously completed a successful tour before their hit was featured in the third game, but Li says it made them widely recognized. “I recall our distributors calling to tell me that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow everything else accomplishments. Recently, the track was used in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Titles such as the fan project and newer releases have kept the scene alive, and there’s expectations of something from the original publisher on the way. A new studio has begun work on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”