Marking two decades after Guitar Hero hit the market in North America, giving everyday gamers the opportunity to become a rock star. Not in reality, but try convincing someone who has mastered the epic four-minute guitar solo before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen in time with a song. Each riff corresponded to specific notes, creating the feel of a genuine live show.
The studio previously experimented with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar franchise which made a significant influence on numerous of the artists included, introducing classic groups to a new generation of younger players.
A former executive, former COO from the developer, recalls the early financial challenges in securing the recordings – even though initial releases primarily featured cover versions.
“We reproduced all the music because the cost was so high,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game took off, and record sales airtime increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many parents reached out and thanked us for introducing their children to the music they adored. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Irish group one featured act included Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls the way the game revived older hits back into vogue: “The game provided a larger, younger audience. Generally this had been seen as music that was past it, however once it got featured on the game young people were finding it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the band's first record was still not available stateside, meaning the game served as a primary platform of discovery for the group as they went on a North American tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It sold more than 500,000 units in its first week, and demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. The song is challenging enough on the hardest setting, let alone played at double speed while hitting a single one of the thousands of cues. They claimed requiring months of practice of practice.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow all other accomplishments. Last year, the track featured in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, be it for automobiles, apparel or games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the creators believed humans have a natural urge to create songs, and their goal was to use technology to allow people to do it”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Games like the fan project and newer releases have maintained the community active, and there’s expectations of something from the original publisher on the way. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?
“Our team believed those games might become similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”