It has been 20 years since Guitar Hero debuted in North America, providing everyday gamers the tools to become a rock star. Figuratively speaking, but try telling that anyone who's mastered the epic lengthy instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, the game gave players a guitar-shaped controller to match coloured notes scrolling down the display in time with the music. Each riff corresponded to specific notes, creating the sensation of an authentic performance.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable series which made a significant influence 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 financial challenges of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were fairly certain it would fail. But once Guitar Hero took off, and record sales and radio play increased, everyone wanted to be in.”
He adds: “One of the remarkable aspects was how many parents got in touch and thanked us for introducing their kids to the songs they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been seen as outdated material, but then when it was included in the game and teenagers were finding it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the Answer’s debut album remained not available in the US, meaning the game served as a primary platform for exposure for the band as they went on US tour opening for the rock giants. “Their crew had on Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group more money compared to their records. It moved more than half a million copies in its first week, while demand for their songs rose of up to 40% at a time as the industry was already collapsing.
The series still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging even in expert mode, let alone played at increased tempo while hitting every one of its near 4,000 notes. They claimed requiring months of practice of practice.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should use actual weapons and enlist,” notes musician Herman Li.
The band had already completed a profitable run before their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label calling to tell me that our selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it risked eclipsing all other accomplishments. Recently, the song featured in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, be it for cars, apparel or video games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the co-founders felt that humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Games such as the fan project and newer releases have maintained the community alive, and there’s set to be a new product from the original publisher on the way. A new studio has entered production on their first music game. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”