It has been 20 years after Guitar Hero hit the market in North America, offering players everywhere the opportunity to feel like a rock star. Not in reality, but try telling that anyone who's mastered the epic lengthy instrumental break in front of a packed living-room audience.
Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to a song. Each riff mimicked specific notes, producing the sensation of a genuine live show.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by Activision in 2006. Together, they established the foundations for a surprising billion-dollar series that had a significant impact for many musicians included, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded all the music because the cost prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game became a hit, and record sales airtime increased, everyone wanted to participate.”
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 evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived older hits to the forefront: “The game provided a larger, new demographic. Generally such music was considered outdated material, but then once it got featured on the game young people were finding it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”
At that time, the band's first record was still unreleased stateside, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their records. It sold more than half a million copies in its first week, while demand for their songs saw an increase of up to 40% at a time when the music business faced decline.
The series still motivates nimble-fingered fanaticism among its fans. Recently, an online personality achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. This track is challenging enough on the hardest setting, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They claimed it took nine months to accomplish.
“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes musician Herman Li.
DragonForce had already completed a profitable run when Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it threatened to eclipsing everything else the band has done. Last year, the song featured in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, that's fine – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
Top-tier promotion, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a brief comeback in 2015.
Games such as Clone Hero and newer releases have maintained the community alive, with set to be a new product from the original publisher in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought such titles might become like Madden where you can update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”