It has been two decades after Guitar Hero hit the market in North America, giving players everywhere the tools to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Each riff corresponded to specific notes, producing the feel of an authentic performance.
The studio previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a remarkable influence on numerous of the artists featured, introducing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – even though initial releases mostly used cover versions.
“We rerecorded every song because the cost prohibitive,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once the game became a hit, and record sales and radio play were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers how the series brought classic rock back into vogue: “The game offered a larger, younger audience. Typically this had been considered outdated material, however when it was featured on the game and teenagers discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, so Guitar Hero served as a primary platform of discovery for the band during their US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band greater revenue compared to their records. It moved well over 500,000 units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. This track is difficult even in expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. They stated it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. If you play other games, that doesn’t mean you ought to pick up a real gun and go to war,” says musician Herman Li.
DragonForce previously wrapped up a successful tour before their hit appeared 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 selling albums like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it risked overshadow all other the band has done. Last year, the song featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.
Enduring Impact of a Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to do it”.
Most of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival in 2015.
Titles like Clone Hero and newer releases have maintained the scene active, with set to be a new product from the original publisher on the way. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games could be similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to persist with new generations.”