It has been 20 years after Guitar Hero debuted across the Atlantic, offering everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute guitar solo in front of a packed living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with the music. Every sequence mimicked specific notes, producing the feel of an authentic live show.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by Activision in 2006. Together, they laid the foundations for an unlikely massively profitable franchise which made a remarkable impact for many musicians included, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the cost prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.”
He adds: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act included their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought older hits to the forefront: “Guitar Hero provided a larger, younger audience. Typically this had been considered music that was past it, however once it got featured on the title and teenagers were finding it, suddenly it was cool. That legitimised it, eliminating the outdated tag. It gave all our music a new life.”
In 2008, the Answer’s debut album was still not available stateside, meaning the game was a key medium for exposure for the group as they went on 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.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It moved more than half a million copies in its first week, and sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention performed at double speed while hitting every one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and go to war,” notes musician Herman Li.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label calling to tell me that our records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it threatened to overshadow everything else the band has done. Recently, the song featured in a trailer for a major film. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, 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
The best promotion, be it for automobiles, apparel or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to make music, and they wanted to leverage innovation to allow people to do it”.
Most installments were released over a mere half-decade from 2005 to 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Titles such as the fan project and newer releases have kept the community active, with set to be a new product from the original publisher on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed such titles could be similar to sports games where you can update every year,” he remarks. “There’s so much new music it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”