Marking 20 years since Guitar Hero first launched across the Atlantic, giving everyday gamers the means to feel like a rock star. Not in reality, but try convincing anyone who's mastered the epic four-minute guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes moving along the display synchronized to a song. Each riff mimicked specific notes, producing the sensation of a genuine performance.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar franchise which made a significant impact on numerous of the artists featured, showcasing classic groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles in securing the recordings – even though the first two games mostly used rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero took off, and record sales and radio play were going up, all artists desired to be in.”
He continues: “Among the amazing things was how many parents reached out and thanked us for introducing their children to the music they loved. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought older hits to the forefront: “Guitar Hero provided a larger, new demographic. Generally this had been considered outdated material, but then once it got featured on the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated tag. It gave our catalog renewed popularity.”
In 2008, the band's first record remained unreleased in the US, so the game was a key medium of discovery for the band as they went on US tour opening for AC/DC. “The roadies had on the song during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in specialized game editions that focused on each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their records. It sold more than 500,000 units upon release, while sales of their songs saw an increase of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. The song is challenging even in expert mode, not to mention played at double speed and without missing every one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you ought to use actual weapons and go to war,” notes DragonForce guitarist the artist.
The band had already completed a successful tour before their hit appeared in the third game, but Li says it made them a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has risked eclipsing all other the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, apparel or video games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.
The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.
Titles like the fan project and Fortnite Festival have kept the community alive, with expectations of a new product from the original publisher in development. Recently formed developers has begun work on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“Our team believed such titles might become like Madden where you can update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”