It has been two decades since Guitar Hero debuted across the Atlantic, providing everyday gamers the opportunity to feel like rock legends. Not in reality, but try convincing anyone who's nailed the epic four-minute instrumental break in front of a packed crowd of friends.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the display in time with the music. Each riff corresponded to particular chords, producing the sensation of an authentic performance.
Harmonix had already tried its hand in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising billion-dollar franchise which made a remarkable impact for many of the artists included, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain it would fail. But once the game became a hit, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the music they loved. It became a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group the Answer included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Generally this had been considered music that was past it, however when it was featured on the game young people were finding it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the band's debut album was still not available stateside, meaning the game was a key medium for exposure for the band during their a North American tour opening for the rock giants. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their studio albums. It sold more than 500,000 copies in its first week, and demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. This track is difficult even in expert mode, let alone performed at increased tempo while hitting a single one of the thousands of cues. The streamer stated requiring months of practice of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” notes musician the artist.
DragonForce had already completed a successful tour when their hit appeared in the third game, yet he explains it made them widely recognized. “I recall the record label informing us that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing everything else the band has done. Recently, the song was used in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “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 of people’s lives”.
Enduring Legacy from the Iconic Controller
The best promotion, be it for cars, clothes or games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders felt that humans have a natural human desire to make music, and they wanted to use technology to allow people to participate”.
The majority installments were released over a mere half-decade between 2005 and 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be something from the original publisher on the way. A new studio has entered work on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?
“Our team believed such titles could be like Madden where you can releases,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”