It has been two decades after Guitar Hero first launched across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Not in reality, but try convincing anyone who's mastered Free Bird’s four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to the music. Every sequence mimicked specific notes, producing the feel of a genuine live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a remarkable impact on numerous of the artists included, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games primarily featured cover versions.
“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero took off, album purchases and radio play were going up, everyone wanted to participate.”
He adds: “Among the amazing things was how many parents reached out and thanked us for introducing their children to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series brought older hits back into vogue: “The game provided a larger, new demographic. Generally such music was considered music that was past it, however once it got featured on the game and teenagers were finding it, abruptly it was cool. That legitimised the genre, eliminating the outdated label. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album remained unreleased stateside, so Guitar Hero was a key medium of discovery for the band as they went on US tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in specialized game editions centered around their music collections and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It moved more than half a million units upon release, while sales of Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is challenging even in expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says musician the artist.
DragonForce had already wrapped up a profitable run before their hit appeared in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that we were records were moving like crazy,” he shares. “It exploded when we next toured, 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 risked overshadow all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
The best promotion, be it for automobiles, apparel or video games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to do it”.
Most installments were released in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a brief comeback several years later.
Titles like the fan project and newer releases have maintained the community alive, and there’s expectations of something from the original publisher in development. A new studio has entered production on their first music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought such titles could be similar to sports games allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”