It has been two decades since Guitar Hero debuted in North America, giving players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who has nailed the epic four-minute guitar solo in front of a packed crowd of friends.
Created by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with a song. Each riff corresponded to specific notes, producing the sensation of a genuine live show.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising billion-dollar series which made a significant impact on numerous of the artists featured, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the songs – even though initial releases primarily featured rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many parents got in touch and thanked us for exposing their children to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group the Answer included their track on the 2008 game the popular installment. Lead musician the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero offered a larger, younger audience. Generally this had been seen as music that was past it, but then when it was included in the game and teenagers were finding it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the band's first record remained unreleased in the US, meaning the game served as a primary platform for exposure for the group as they went on US tour supporting the rock giants. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on their music collections and related stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue 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 was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is difficult enough on expert mode, not to mention performed at double speed and without missing every one of the thousands of cues. They stated requiring months of practice of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band had already completed a profitable run when their hit appeared in the third game, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero was so immense that it threatened to eclipsing everything else accomplishments. Last year, the song featured in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, be it for cars, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.
Games such as Clone Hero and newer releases have kept the scene alive, with set to be a new product from the original publisher in development. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason for it to persist with new generations.”