Marking 20 years after Guitar Hero hit the market across the Atlantic, providing everyday gamers the means to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that someone who has nailed the epic four-minute instrumental break before a packed living-room audience.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the screen in time with a song. Each riff corresponded to particular chords, producing the sensation of a genuine live show.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the foundations for an unlikely billion-dollar franchise which made a significant influence on numerous musicians included, introducing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he says. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once Guitar Hero became a hit, and record sales airtime increased, everyone wanted to participate.”
He continues: “One of the amazing things was how many parents got in touch expressing gratitude for exposing their kids to the music they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Typically such music was considered outdated material, however once it got featured on the title and teenagers discovered it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided all our music a new life.”
At that time, the Answer’s first record remained unreleased stateside, so Guitar Hero was a key medium of discovery for the group as they went on US tour supporting the rock giants. “The roadies had on the song on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their studio albums. It sold more than half a million copies upon release, while sales of their songs saw an increase significantly during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. This track is difficult enough on the hardest setting, let alone performed at double speed while hitting every one of its near 4,000 notes. They stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you should use actual weapons and go to war,” says musician Herman Li.
The band previously wrapped up a successful tour when their hit was featured in the third game, but Li says it made them widely recognized. “I recall our distributors informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
Most installments came out over a mere five-year period from 2005 to 2010, including derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival several years later.
Games such as the fan project and newer releases have maintained the community alive, and there’s set to be something from the founders in development. A new studio has begun work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following the classic?
“We thought such titles might become like Madden where you can update every year,” he remarks. “With abundant new music it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”