Marking 20 years since Guitar Hero first launched in North America, providing everyday gamers the means to become a rock star. Not literally, though you'd be hard-pressed convincing someone who's mastered the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Every sequence corresponded to specific notes, creating the feel of an authentic live show.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by Activision during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise which made a significant impact on numerous musicians featured, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game took off, album purchases airtime increased, everyone wanted to be in.”
He continues: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their children to the music they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically such music was seen as outdated material, however when it was included in the title and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the band's first record was still unreleased stateside, meaning Guitar Hero was a key medium of discovery for the group during their US tour supporting AC/DC. “The roadies had on Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and associated stories, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the band greater revenue compared to their studio albums. It moved more than 500,000 units upon release, while demand for Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. The song is challenging even in the hardest setting, not to mention played at increased tempo and without missing every 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, that doesn’t mean you ought to use actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged 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 accomplishments. Last year, the song was used in promotional material for a major film. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders felt that humans have a natural human desire to make music, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the community alive, with expectations of a new product from the founders on the way. Recently formed developers has entered production on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought those games could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”