It has been 20 years after Guitar Hero debuted in North America, providing players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who's mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked particular chords, creating the feel of a genuine performance.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar series which made a significant impact on numerous of the artists included, introducing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game became a hit, and record sales and radio play increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of parents reached out expressing gratitude for introducing their children to the songs they loved. It evolved into an intergenerational thing.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game brought older hits back into vogue: “The game provided a larger, younger audience. Typically this had been considered outdated material, but then once it got featured on the title young people discovered it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It gave our catalog a new life.”
At that time, the Answer’s debut album remained not available stateside, meaning the game was a key medium for exposure for the band during their a North American tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Influence
Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and associated stories, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their studio albums. It moved well over 500,000 units in its first week, while sales of their songs rose significantly during an era as the industry faced decline.
The series still motivates nimble-fingered fanaticism within the community. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is difficult even in expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. They stated it took nine months of practice.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you should pick up actual weapons and go to war,” says musician Herman Li.
DragonForce had already completed a successful tour when their hit was featured in the third game, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that our records were moving rapidly,” he says. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
Indeed, the band's visibility via the game was so immense that it threatened to eclipsing everything else accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only hear a single track, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy from the Iconic Controller
Top-tier marketing, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders believed humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.
The majority installments came out in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Games such as the fan project and Fortnite Festival have kept the scene alive, with set to be something from the founders in development. Recently formed developers has entered work on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“We thought those games might become like Madden where you can releases,” he remarks. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”