It has been two decades after Guitar Hero hit the market in North America, offering players everywhere the tools to become rock legends. Not in reality, though you'd be hard-pressed telling that someone who's mastered the epic lengthy instrumental break before an enthusiastic living-room audience.
Developed by Harmonix, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to a song. Each riff mimicked specific notes, creating the sensation of a genuine live show.
The studio had already experimented in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar series which made a remarkable impact for many musicians included, showcasing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the early budgetary hurdles in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We reproduced all the music because the cost prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, album purchases and radio play increased, all artists desired to participate.”
He adds: “Among the amazing things was the number of parents got in touch expressing gratitude for exposing their children to the songs they adored. It became a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived older hits back into vogue: “The game offered a bigger, younger audience. Generally such music was 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. This validated it, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's first record remained not available stateside, so Guitar Hero served as a primary platform of discovery for the group during their US tour opening for the rock giants. “The roadies were playing the song during travel, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their studio albums. It moved more than half a million units in its first week, and demand for their songs rose significantly during an era as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. This track is challenging even in expert mode, let alone played at double speed and without missing every one of the thousands of cues. They claimed requiring months of practice of practice.
“The game is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour when their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label informing us that our selling albums rapidly,” he shares. “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 threatened to overshadow all other accomplishments. Last year, the song featured in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a music icon on the stage. Since the beginning, the creators felt that humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released in just a five-year period between 2005 and 2010, including spin-offs such as the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, aside from a brief comeback in 2015.
Games such as the fan project and Fortnite Festival have kept the scene active, with set to be a new product from the original publisher on the way. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game following Guitar Hero?
“We thought those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”