It has been two decades after Guitar Hero hit the market across the Atlantic, providing players everywhere the means to become rock legends. Figuratively speaking, but try convincing someone who has nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Each riff corresponded to particular chords, producing the sensation of an authentic performance.
The studio had already tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise that had a remarkable impact on numerous of the artists included, showcasing classic bands to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the early financial challenges in securing the recordings – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to participate.”
He continues: “Among the amazing things was how many parents reached out expressing gratitude for introducing their children to the music they adored. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “The game offered a larger, new demographic. Generally such music was seen as outdated material, however once it got included in the title young people were finding it, suddenly it became trendy. This validated it, eliminating the outdated label. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained not available stateside, so Guitar Hero served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Major Band Titles Enduring Impact
Music's biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the band more money than any of their records. It moved more than 500,000 units in its first week, and sales of their songs saw an increase of up to 40% during an era when the music business faced decline.
The series continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. The song is difficult enough on expert mode, not to mention played at increased tempo and without missing a single one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” says DragonForce guitarist the artist.
The band had already completed a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label informing us that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow everything else the band has done. Last year, the song featured in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural urge to create songs, and they wanted to leverage innovation to enable everyone to do it”.
Most installments came out over a mere five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Titles like Clone Hero and newer releases have maintained the scene alive, and there’s set to be something from the founders in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”