It has been two decades after Guitar Hero hit the market in North America, offering everyday gamers the opportunity to become a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the screen in time with a song. Each riff corresponded to specific notes, producing the feel of an authentic live show.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a remarkable impact on numerous of the artists included, introducing decades-old bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music since the cost prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales airtime were going up, everyone wanted to participate.”
He continues: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their children to the songs they adored. It became a multigenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Generally this had been seen as outdated material, however when it was included in the game and teenagers discovered it, abruptly it became trendy. This validated the genre, eliminating the outdated label. It provided all our music renewed popularity.”
In 2008, the band's first record remained not available stateside, so Guitar Hero was a key medium for exposure for the group during their US tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and several knew us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their records. It moved more than half a million copies in its first week, while sales of their songs saw an increase significantly during an era as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is difficult enough on the hardest setting, not to mention played at double speed while hitting every one of its near 4,000 notes. The streamer stated it took nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” says DragonForce guitarist the artist.
The band had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it risked overshadow all other accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best marketing, whether it’s for cars, apparel or games, goes further mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a rock star on the stage. Since the beginning, the creators felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to do it”.
The majority installments came out in just a five-year period between 2005 and 2010, including derivative titles like DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a brief comeback several years later.
Titles such as the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be something from the original publisher in development. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”