Marking 20 years since Guitar Hero debuted in North America, providing players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy instrumental break in front of a packed living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked particular chords, creating the feel of a genuine performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Together, they established the foundations for a surprising billion-dollar franchise which made a remarkable impact for many musicians included, introducing decades-old bands to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the early financial challenges in securing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales airtime were going up, all artists desired to be in.”
He continues: “One of the amazing things was the number of mothers and fathers reached out and thanked us for exposing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls how the series revived older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Typically this had been considered outdated material, however once it got featured on the game young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
At that time, the band's first record remained unreleased stateside, so the game served as a primary platform of discovery for the group during their US tour supporting the rock giants. “Their crew had on Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group more money than any of their studio albums. It moved well over half a million units in its first week, while demand for Aerosmith’s music rose significantly during an era as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is challenging enough on expert mode, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer stated requiring months of practice to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
The band had already completed 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 the record label informing us that our records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear a single track, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy from the Iconic Controller
The best promotion, whether it’s for cars, apparel or games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the creators believed humans have a natural urge to make music, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a brief comeback several years later.
Titles such as Clone Hero and newer releases have kept the community alive, with expectations of a new product from the founders in development. Recently formed developers has begun production on their first music game. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry following the classic?
“We thought those games might become like Madden where you can update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”