It has been two decades after the legendary game hit the market across the Atlantic, giving everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Each riff corresponded to specific notes, creating the sensation of an authentic performance.
The studio previously experimented in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar series that had a remarkable impact for many musicians featured, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once the game took off, album purchases and radio play increased, everyone wanted to participate.”
He adds: “One of the amazing things was how many mothers and fathers got in touch and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Typically this had been considered outdated material, but then when it was included in the title young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”
At that time, the Answer’s first record remained not available stateside, meaning the game was a key medium for exposure for the band as they went on US tour opening for the rock giants. “Their crew had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the band greater revenue compared to their studio albums. It sold more than half a million copies in its first week, while demand for Aerosmith’s music saw an increase significantly during an era when the music business was already collapsing.
Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is difficult enough on expert mode, let alone played at double speed while hitting every one of the thousands of cues. They claimed it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and enlist,” notes musician Herman Li.
The band had already wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, the band's visibility via the game proved so vast that it risked eclipsing all other the band has done. Last year, the song featured in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. From day one, the creators felt that humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most installments were released over a mere five-year period from 2005 to 2010, including derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have kept the scene active, with expectations of something from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following the classic?
“Our team believed those games might become similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”