Marking 20 years since Guitar Hero debuted in North America, giving players everywhere the opportunity to feel like rock legends. Figuratively speaking, but try telling that someone who's mastered the epic four-minute guitar solo in front of a packed crowd of friends.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with a song. Each riff mimicked particular chords, creating the feel of a genuine live show.
The studio had already experimented in the music genre before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely billion-dollar series which made a remarkable impact on numerous of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early budgetary hurdles of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”
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 evolved into a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band the Answer included their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally such music was considered outdated material, however once it got included in the title and teenagers discovered it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the band's debut album remained not available stateside, meaning the game served as a primary platform for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and related lore, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It sold well over half a million copies in its first week, while sales of Aerosmith’s music rose significantly during an era when the music business faced decline.
The series continues to inspire nimble-fingered dedication within the community. Recently, an online personality completed an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. This track is challenging even in expert mode, not to mention played at double speed and without missing a single one of the thousands of cues. They stated requiring nine months to accomplish.
“The game offers a, fantasy thing. If you play other games, that doesn’t mean you ought to use actual weapons and go to war,” says musician Herman Li.
DragonForce previously completed a profitable run before their hit was featured on Guitar Hero III, but Li says it made them a household name. “I remember our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear a single track, it’s totally cool – each person has a unique musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier marketing, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Games like Clone Hero and newer releases have maintained the scene active, and there’s set to be a new product from the founders on the way. Recently formed developers has entered work on its debut music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following the classic?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. There’s no reason for it to continue for future fans.”