It has been two decades since Guitar Hero hit the market in North America, providing everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed telling that someone who has nailed the epic lengthy guitar solo in front of a packed crowd of friends.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Each riff corresponded to specific notes, producing the feel of a genuine performance.
Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable franchise that had a significant influence on numerous of the artists included, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.
“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero became a hit, album purchases airtime were going up, all artists desired to be in.”
He adds: “Among the amazing things was how many mothers and fathers got in touch and thanked us for exposing their kids to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “The game provided a bigger, new demographic. Typically such music was seen as music that was past it, however once it got featured on the game young people were finding it, suddenly it was cool. This validated it, eliminating the outdated label. It provided our catalog renewed popularity.”
At that time, the Answer’s debut album remained not available in the US, so the game served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated stories, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the group greater revenue than any of their records. It sold more than half a million copies upon release, and sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates quick-handed fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. The song is difficult even in expert mode, let alone performed at increased tempo while hitting every one of its near 4,000 notes. The streamer stated it took months of practice of practice.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it risked overshadow all other accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, goes further mere transactions – it inspires a longing. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have kept the scene alive, with expectations of something from the founders in development. Recently formed developers has entered production on its debut music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”