Marking two decades since the legendary game hit the market in North America, offering everyday gamers the means to feel like rock legends. Not in reality, but try telling that someone who has nailed the epic lengthy instrumental break in front of a packed living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display in time with the music. Each riff mimicked specific notes, creating the sensation of a genuine live show.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable franchise that had a remarkable influence on numerous musicians included, introducing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music because the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of parents got in touch and thanked us for exposing their kids to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Typically such music was considered music that was past it, but then once it got featured on the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”
At that time, the Answer’s first record remained not available in the US, so the game was a key medium of discovery for the group during their a North American tour supporting the rock giants. “The roadies were playing the song during travel, and several knew us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Influence
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around their music collections and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It sold more than half a million copies in its first week, and demand for Aerosmith’s music rose of up to 40% during an era as the industry faced decline.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging even in the hardest setting, let alone played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use a real gun and enlist,” notes musician the artist.
DragonForce previously wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors informing us that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to overshadow all other accomplishments. Recently, the track featured in promotional material for a major film. “Previously I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for cars, clothes or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to allow people to do it”.
Most installments were released over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments died down, except for a brief comeback in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the community active, with set to be something from the founders on the way. A new studio has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to persist for future fans.”