Marking 20 years after the legendary game debuted in North America, offering everyday gamers the opportunity to feel like rock legends. Not in reality, but try convincing someone who's mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the display synchronized to a song. Each riff corresponded to particular chords, creating the feel of an authentic live show.
The studio had already experimented in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable series that had a significant impact for many musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when the game took off, and record sales and radio play increased, everyone wanted to participate.”
He continues: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the songs they loved. It became a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought classic rock back into vogue: “The game provided a bigger, younger audience. Typically this had been seen as outdated material, however once it got included in the title young people discovered it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the band's first record was still unreleased stateside, so the game was a key medium for exposure for the group during their a North American tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles Enduring Impact
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It moved more than 500,000 copies upon release, and demand for Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is challenging enough on the hardest setting, let alone played at double speed while hitting every one of the thousands of cues. The streamer stated it took months of practice to accomplish.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you ought to pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run when their hit was featured on Guitar Hero III, but Li says it made them a household name. “I remember our distributors informing us that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it risked overshadow everything else the band has done. Last year, the song featured in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – each person has their own musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to create songs, and they wanted to use technology to allow people to do it”.
Most installments were released in just a five-year period between 2005 and 2010, including spin-offs like the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Games like the fan project and newer releases have maintained the community active, and there’s set to be something from the founders in development. Recently formed developers has begun work on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”