It has been 20 years after the legendary game first launched in North America, providing players everywhere the opportunity to become rock legends. Not in reality, though you'd be hard-pressed telling that someone who has mastered the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to the music. Every sequence corresponded to specific notes, creating the feel of a genuine performance.
Harmonix had already tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar franchise that had a remarkable influence for many of the artists included, introducing classic bands to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the initial budgetary hurdles in securing the songs – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero took off, and record sales and radio play increased, everyone wanted to be in.”
He continues: “One of the amazing things was how many parents reached out and thanked us for introducing their kids to the music they adored. It became an intergenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been considered outdated material, but then when it was featured on the title and teenagers were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”
At that time, the band's debut album was still not available in the US, so Guitar Hero served as a primary platform for exposure for the group during their US tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Impact
Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It moved more than 500,000 units upon release, while demand for their songs saw an increase of up to 40% during an era when the music business faced decline.
The series still motivates quick-handed fanaticism among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is challenging even in expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it has threatened to eclipsing all other accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Legacy of a Plastic Guitar
The best promotion, whether it’s for cars, apparel or video games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators believed humans have a natural human desire to make music, and they wanted to use technology to allow people to do it”.
Most installments were released over a mere five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Games such as the fan project and newer releases have kept the scene alive, with expectations of a new product from the original publisher on the way. A new studio has entered production on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”