It has been two decades after Guitar Hero debuted in North America, offering everyday gamers the means to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s lengthy guitar solo before a packed crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the screen in time with a song. Every sequence mimicked particular chords, creating the sensation of an authentic live show.
The studio previously tried its hand in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable series that had a remarkable impact on numerous of the artists included, introducing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the songs – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music since the cost was so high,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when the game became a hit, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “Among the amazing things was how many parents reached out expressing gratitude for introducing their kids to the music they loved. It became an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought classic rock to the forefront: “The game offered a larger, new demographic. Generally such music was seen as outdated material, but then when it was included in the title and teenagers were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's debut album remained not available stateside, so the game served as a primary platform of discovery for the group as they went on US tour supporting the rock giants. “Their crew had on Never Too Late during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It moved well over 500,000 units upon release, while sales of Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt featuring 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 almost identical gameplay and extensive customisation options. The song is difficult even in the hardest setting, not to mention performed at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you ought to use a real gun and go to war,” notes musician the artist.
DragonForce had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing all other the band has done. Recently, the track featured in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
The best promotion, be it for cars, clothes or games, goes further than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Titles such as the fan project and newer releases have maintained the scene active, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game following the classic?
“We thought those games might become like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”