It has been 20 years after Guitar Hero first launched in North America, giving players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s four-minute guitar solo in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to a song. Each riff corresponded to particular chords, producing the feel of a genuine live show.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, later acquired by Activision in 2006. Together, they laid the foundations for a surprising billion-dollar series that had a significant influence on numerous of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game revived classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as outdated material, however when it was included in the title young people were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the band's first record was still not available in the US, so Guitar Hero was a key medium for exposure for the band as they went on US tour supporting the rock giants. “Their crew were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It moved well over 500,000 units upon release, while sales of their songs rose significantly during an era as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. This track is challenging even in expert mode, let alone played at increased tempo while hitting every one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else accomplishments. Last year, the track featured in a trailer for a major film. “Previously I felt differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Iconic Controller
The best marketing, be it for automobiles, apparel or video games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a brief comeback several years later.
Titles such as Clone Hero and newer releases have maintained the community alive, with set to be something from the founders in development. Recently formed developers has entered work on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought such titles might become like Madden where you can 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 continue for future fans.”