It has been 20 years since Guitar Hero first launched in North America, offering players everywhere the opportunity to become rock legends. Figuratively speaking, but try telling that someone who has mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Every sequence corresponded to particular chords, producing the sensation of an authentic live show.
Harmonix had already experimented in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Together, they established the groundwork for a surprising billion-dollar franchise that had a remarkable impact for many musicians featured, showcasing classic bands to a new generation of younger players.
A former executive, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he explains. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain it would fail. But once the game became a hit, album purchases and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Irish group one featured act had Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls how the series revived older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as outdated material, but then once it got featured on the game young people were finding it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the band's debut album was still unreleased stateside, so Guitar Hero was a key medium for exposure for the band during their US tour supporting the rock giants. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It moved more than half a million units in its first week, while sales of Aerosmith’s music rose of up to 40% during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging enough on the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. They claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run before their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it has risked eclipsing everything else accomplishments. Recently, the song was used in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
The best marketing, be it for automobiles, apparel or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
Most installments were released over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Titles such as the fan project and newer releases have maintained the community active, and there’s expectations of something from the founders in development. A new studio has begun production on its debut music game. The initial creators are participating in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“We thought such titles might become like Madden allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue for future fans.”