It has been 20 years after Guitar Hero first launched across the Atlantic, providing players everywhere the opportunity to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's mastered the epic four-minute instrumental break before a packed crowd of friends.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with a song. Every sequence corresponded to particular chords, creating the feel of an authentic live show.
Harmonix previously experimented in the music genre prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar series which made a significant influence for many of the artists included, showcasing decades-old bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the recordings – even though the first two games primarily featured cover versions.
“We reproduced every song since the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. But once the game took off, and record sales airtime were going up, all artists desired to be in.”
He continues: “Among the amazing things was the number of parents reached out expressing gratitude for introducing their kids to the music they adored. It evolved into an intergenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish group one featured act had their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived classic rock to the forefront: “The game provided a bigger, younger audience. Generally such music was seen as outdated material, but then when it was featured on the title young people discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music a new life.”
At that time, the band's debut album remained not available stateside, meaning the game was a key medium for exposure for the group during their a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and related lore, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It sold well over 500,000 units upon release, while demand for Aerosmith’s music rose significantly during an era when the music business was already collapsing.
The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. The streamer stated it took months of practice of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run when their hit appeared in the third game, yet he explains it made them widely recognized. “I recall our distributors informing us that we were selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it has risked overshadow everything else accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best promotion, be it for automobiles, apparel or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have maintained the community active, and there’s set to be a new product from the original publisher in development. Recently formed developers has entered production on their first music game. The initial creators are both involved as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“Our team believed those games 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.”