It has been 20 years after Guitar Hero first launched in North America, giving players everywhere the opportunity to become rock legends. Figuratively speaking, but try convincing anyone who's mastered the epic four-minute guitar solo in front of a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the display in time with a song. Each riff mimicked specific notes, producing the feel of a genuine performance.
The studio previously tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable franchise which made a remarkable impact on numerous of the artists featured, introducing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced all the music since the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game took off, and record sales airtime were going up, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the songs they adored. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer had their track in the 2008 release the popular installment. Lead musician the artist recalls how the series revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Generally this had been seen as music that was past it, but then once it got included in the game and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the Answer’s debut album remained unreleased in the US, meaning the game was a key medium for exposure for the group as they went on a North American tour opening for the rock giants. “Their crew were playing the song during travel, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their records. It moved well over 500,000 units in its first week, and demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is challenging enough on expert mode, not to mention performed at double speed while hitting every one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you should use a real gun and go to war,” says DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour when their hit was featured in the third game, but Li says it turned them into a household name. “I recall our distributors informing us that we were records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before top acts at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it risked eclipsing all other accomplishments. Last year, the track featured in promotional material for a major film. “In the past I thought differently, 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 glad we’ve been part in fans' experiences”.
Enduring Impact of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or games, goes further than selling something – it inspires a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
The majority installments were released over a mere half-decade between 2005 and 2010, including spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Games such as the fan project and Fortnite Festival have maintained the community active, with set to be something from the founders in development. Recently formed developers has entered production on their first music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed such titles could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”