Marking two decades after Guitar Hero hit the market across the Atlantic, offering everyday gamers the means to feel like rock legends. Not in reality, though you'd be hard-pressed convincing someone who has nailed Free Bird’s lengthy guitar solo before a packed living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Each riff mimicked particular chords, creating the sensation of a genuine performance.
Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a remarkable influence on numerous musicians included, introducing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game became a hit, album purchases airtime were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of parents got in touch and thanked us for exposing their children to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Generally such music was considered outdated material, however when it was included in the game young people were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It gave all our music a new life.”
At that time, the Answer’s first record remained not available in the US, so Guitar Hero served as a primary platform for exposure for the band as they went on US tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It moved well over 500,000 copies in its first week, while sales of their songs rose significantly during an era as the industry was already collapsing.
The series still motivates quick-handed fanaticism within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive personalization features. The song is difficult even in the hardest setting, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer claimed requiring nine months to accomplish.
“The game is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up a real gun and go to war,” notes musician the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else accomplishments. Last year, the track was used in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best marketing, whether it’s for cars, clothes or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback several years later.
Games such as Clone Hero and newer releases have kept the community active, with expectations of a new product from the founders in development. A new studio has entered production on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to persist with new generations.”