It has been 20 years after Guitar Hero hit the market in North America, offering players everywhere the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy guitar solo before a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the screen in time with a song. Each riff corresponded to particular chords, producing the sensation of a genuine performance.
The studio previously experimented with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar franchise which made a remarkable impact for many of the artists featured, showcasing classic bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the songs – even though initial releases mostly used cover versions.
“We rerecorded all the music because the cost prohibitive,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. But once the game took off, and record sales and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was how many parents got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Finds Younger Fans
Irish group one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Typically this had been considered outdated material, but then when it was included in the title and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still unreleased stateside, so the game served as a primary platform of discovery for the band during their US tour supporting AC/DC. “Their crew were playing the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Impact
Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and related lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their studio albums. It moved more than 500,000 copies upon release, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. The song is difficult enough on expert mode, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run before their hit appeared in the third game, yet he explains it made them a household name. “I recall the record label informing us that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring derivative titles like DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Games like the fan project and Fortnite Festival have maintained the scene active, with set to be something from the founders on the way. Recently formed developers has entered work on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed those games could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”