Marking two decades since Guitar Hero debuted in North America, offering players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who's nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Every sequence mimicked specific notes, creating the feel of an authentic live show.
The studio had already experimented in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable franchise that had a remarkable influence on numerous of the artists included, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases primarily featured cover versions.
“We rerecorded all the music because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game took off, album purchases airtime increased, everyone wanted to participate.”
He adds: “One of the amazing things was how many parents got in touch and thanked us for introducing their children to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish group the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought classic rock back into vogue: “The game offered a bigger, younger audience. Typically such music was seen as outdated material, however once it got featured on the title young people discovered it, suddenly it became trendy. This validated it, and got rid of the outdated tag. It provided all our music renewed popularity.”
In 2008, the band's debut album was still not available in the US, so Guitar Hero was a key medium of discovery for the band during their US tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It sold more than half a million units in its first week, while demand for their songs saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication within the community. Recently, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. This track is challenging even in the hardest setting, let alone performed at double speed and without missing every one of its near 4,000 notes. The streamer stated it took nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to use a real gun and go to war,” says musician the artist.
The band previously wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before top acts at the event.”
In fact, the band's visibility via the game was so immense that it risked eclipsing all other accomplishments. Last year, the song was used in a trailer for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders believed humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including spin-offs such as the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Titles such as the fan project and newer releases have maintained the scene alive, with set to be a new product from the original publisher on the way. Recently formed developers has begun work on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles could be like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”