Marking two decades since the legendary game debuted in North America, giving everyday gamers the means to become rock legends. Not literally, but try convincing anyone who's mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the screen synchronized to the music. Every sequence mimicked particular chords, producing the sensation of a genuine live show.
Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later acquired by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable influence on numerous of the artists featured, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the recordings – even though initial releases mostly used cover versions.
“We rerecorded all the music because the cost was so high,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to be in.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their children to the songs they adored. It evolved into an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group one featured act included their track in the 2008 release the popular installment. Lead musician the artist remembers how the series brought classic rock back into vogue: “The game offered a bigger, younger audience. Typically such music was considered outdated material, but then once it got featured on the game and teenagers discovered it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
In 2008, the Answer’s first record remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on a North American tour opening for the rock giants. “Their crew were playing the song on the tour bus, and several recognized us thanks to the game,” 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 dedicated spin-off titles that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their studio albums. It sold well over half a million copies upon release, while sales of their songs rose of up to 40% at a time as the industry was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is difficult enough on the hardest setting, let alone performed at double speed while hitting every one of its near 4,000 notes. They claimed it took months of practice of practice.
“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” says DragonForce guitarist the artist.
The band had already completed a profitable run when Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I recall our distributors calling to tell me that we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Recently, the track was used in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or games, extends beyond than selling something – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and their goal was to use technology to enable everyone to participate”.
The majority installments came out over a mere half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Titles such as Clone Hero and newer releases have kept the scene alive, with expectations of a new product from the original publisher on the way. Recently formed developers has entered work on their first music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”