It has been 20 years since Guitar Hero first launched across the Atlantic, providing everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed telling that someone who has mastered the epic lengthy guitar solo in front of an enthusiastic living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display in time with a song. Every sequence mimicked particular chords, producing the feel of a genuine performance.
Harmonix had already experimented with rhythm games prior to teaming up with RedOctane, later acquired by Activision in 2006. Collaboratively, they established the foundations for a surprising massively profitable series which made a remarkable influence on numerous musicians included, introducing classic groups to a new generation of younger players.
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 rerecorded all the music since the cost was so high,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to participate.”
He continues: “Among the amazing things was the number of parents reached out and thanked us for introducing their children to the music they adored. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived classic rock to the forefront: “The game provided a bigger, new demographic. Typically such music was seen as outdated material, however once it got featured on the title young people were finding it, suddenly it became trendy. This validated it, and got rid of the outdated label. It provided all our music renewed popularity.”
In 2008, the band's debut album remained not available in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue compared to their records. It sold well over 500,000 units upon release, and demand for their songs rose of up to 40% at a time when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. The song is difficult enough on the hardest setting, not to mention played at double speed and without missing every one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” says musician the artist.
DragonForce had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors informing us that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure 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 a major film. “Previously I thought differently, but now I accept it,” Li says. “If you only hear a single track, that's fine – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.
Most installments were released over a mere five-year period from 2005 to 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.
Games such as the fan project and newer releases have maintained the scene active, and there’s expectations of a new product from the founders on the way. Recently formed developers has begun production on its debut music game. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought those games could be similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible for it to continue for future fans.”