Marking two decades since the legendary game first launched across the Atlantic, offering players everywhere the opportunity to become rock legends. Not in reality, though you'd be hard-pressed telling that someone who's nailed the epic four-minute instrumental break in front of a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the screen in time with a song. Every sequence corresponded to specific notes, creating the sensation of an authentic live show.
The studio had already experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar series that had a significant impact for many of the artists included, introducing decades-old groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced all the music because the cost was so high,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, and record sales airtime were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their children to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish group one featured act included their track on the 2008 game the popular installment. Lead musician the artist recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been seen as music that was past it, but then when it was featured on the game young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated tag. It provided our catalog renewed popularity.”
At that time, the band's debut album remained unreleased in the US, so the game was a key medium of discovery for the group during their a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on their music collections and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group greater revenue than any of their studio albums. It sold well over half a million copies upon release, while sales of Aerosmith’s music rose significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire quick-handed dedication within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging even in the hardest setting, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. They stated requiring months of practice of practice.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and go to war,” notes musician the artist.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing all other the band has done. Last year, the song featured in a trailer for a major film. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or video games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the creators felt that humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
Most installments came out in just a half-decade between 2005 and 2010, including derivative titles like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the original publisher in development. Recently formed developers has begun production on their first rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought such titles could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”