It has been two decades since Guitar Hero first launched across the Atlantic, offering players everywhere the tools to feel like a rock star. Figuratively speaking, but try telling that someone who has nailed the epic four-minute instrumental break before a packed living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with the music. Each riff corresponded to particular chords, creating the feel of a genuine live show.
The studio previously experimented in the music genre before partnering with the publisher, later purchased by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable franchise which made a significant impact for many of the artists featured, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the cost was so high,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, all artists desired to be in.”
He adds: “Among the amazing things was how many parents reached out expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish group one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Generally such music was considered music that was past it, however when it was featured on the title young people discovered it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
At that time, the Answer’s debut album remained unreleased stateside, so the game was a key medium for exposure for the band during their a North American tour opening for the rock giants. “The roadies had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their studio albums. It moved more than half a million copies upon release, and demand for Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.
The series still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of personalization features. The song is challenging enough on expert mode, let alone performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“The game is a fun, fantasy thing. If you play other games, it doesn't imply you should use a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run before their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that our records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it threatened to eclipsing all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Impact of a Plastic Guitar
The best promotion, be it for cars, clothes or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators believed there’s an instinctive human desire to make music, and their goal was to use technology to allow people to participate”.
Most installments were released over a mere half-decade from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback in 2015.
Titles such as Clone Hero and newer releases have maintained the community active, and there’s set to be a new product from the founders in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following the classic?
“We thought such titles could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”