It has been two decades after Guitar Hero first launched across the Atlantic, giving everyday gamers the opportunity to feel like rock legends. Not in reality, but try convincing someone who's nailed Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the screen in time with a song. Every sequence mimicked specific notes, producing the feel of an authentic live show.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, later acquired by Activision in 2006. Together, they laid the groundwork for a surprising massively profitable series that had a remarkable influence for many musicians included, showcasing classic bands to a new generation of younger players.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the dollar figure was so high,” he says. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero took off, and record sales airtime were going up, all artists desired to be in.”
He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for exposing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought older hits back into vogue: “Guitar Hero provided a larger, younger audience. Generally this had been seen as outdated material, however once it got featured on the game and teenagers discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated label. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album was still not available in the US, so Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Influence
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band more money compared to their records. It sold more than half a million copies upon release, while sales of their songs rose of up to 40% at a time when the music business faced decline.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. This track is difficult enough on expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. The streamer stated it took nine months of practice.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce previously completed a successful tour when Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing everything else the band has done. Last year, the track featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
Enduring Legacy from the Iconic Controller
The best promotion, be it for automobiles, clothes or games, extends beyond than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive urge to create songs, and they wanted to use technology to allow people to do it”.
Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have maintained the scene alive, with set to be something from the original publisher on the way. A new studio has entered work on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game in the spirit of the classic?
“We thought such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”