It has been two decades after Guitar Hero first launched in North America, providing players everywhere the means to become a rock star. Figuratively speaking, but try telling that someone who's nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the display in time with a song. Each riff corresponded to specific notes, creating the feel of a genuine performance.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, which was acquired by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable series that had a significant impact on numerous of the artists included, introducing decades-old groups to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the early financial challenges in securing the recordings – even though the first two games mostly used rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were fairly certain it would fail. But once Guitar Hero took off, and record sales airtime were going up, everyone wanted to be in.”
He adds: “Among the amazing things was how many mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It became an intergenerational phenomenon.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally this had been seen as outdated material, but then when it was featured on the title young people discovered it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the Answer’s first record was still not available stateside, meaning Guitar Hero was a key medium of discovery for the band as they went on a North American tour opening for the rock giants. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold more than 500,000 copies in its first week, while sales of Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. The song is challenging enough on the hardest setting, not to mention played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run before their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I felt differently, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or games, goes further than selling something – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the creators felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Titles like Clone Hero and newer releases have maintained the scene active, with set to be a new product from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are participating in advisory roles. Are gamers ready to embrace another game following the classic?
“We thought such titles could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”