Marking two decades since Guitar Hero debuted across the Atlantic, offering players everywhere the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that someone who has mastered the epic lengthy guitar solo before an enthusiastic crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the screen synchronized to the music. Every sequence corresponded to particular chords, creating the sensation of an authentic performance.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise that had a remarkable impact for many musicians featured, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the early financial challenges in securing the recordings – despite the fact initial releases mostly used cover versions.
“We reproduced every song because the cost prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”
He adds: “Among the amazing things was the number of parents reached out and thanked us for introducing their kids to the songs they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Typically such music was considered outdated material, however once it got featured on the game young people discovered it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the Answer’s debut album was still unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group during their a North American tour opening for AC/DC. “Their crew were playing Never Too Late during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It sold more than 500,000 units upon release, and sales of Aerosmith’s music rose significantly during an era when the music business faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. This track is difficult enough on expert mode, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. They claimed requiring months of practice of practice.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you ought to use a real gun and go to war,” notes musician Herman Li.
The band had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I recall the record label informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it threatened to overshadow everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact from the Iconic Controller
The best marketing, be it for automobiles, apparel or games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to participate”.
The majority installments came out in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Games like the fan project and newer releases have kept the community alive, with expectations of a new product from the founders on the way. A new studio has entered production on its debut music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game following the classic?
“Our team believed those games could be similar to sports games allowing annual releases,” he remarks. “With abundant new music that it could be evergreen, thus I remain optimistic. It's entirely possible for it to continue for future fans.”