Marking two decades since the legendary game hit the market in North America, providing players everywhere the means to feel like rock legends. Not in reality, though you'd be hard-pressed telling that someone who has mastered the epic four-minute guitar solo in front of a packed living-room audience.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display in time with the music. Every sequence corresponded to particular chords, creating the feel of an authentic performance.
The studio had already experimented in the music genre before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise that had a significant influence for many musicians included, introducing classic groups to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – even though the first two games primarily featured cover versions.
“We reproduced every song since the cost was so high,” he says. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to be in.”
He continues: “Among the amazing things was the number of parents got in touch expressing gratitude for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Irish group one featured act had their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero provided a larger, younger audience. Generally this had been seen as music that was past it, but then once it got featured on the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It gave all our music renewed popularity.”
At that time, the Answer’s debut album remained not available in the US, so the game served as a primary platform for exposure for the group during their a North American tour opening for the rock giants. “Their crew had on the song during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on their music collections and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It sold more than half a million units upon release, while sales of their songs rose of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. This track is challenging enough on expert mode, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. They stated it took nine months to accomplish.
“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and go to war,” says musician the artist.
The band had already wrapped up a profitable run when their hit was featured in the third game, but Li says it made them a household name. “I recall the record label informing us that our records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow everything else accomplishments. Last year, the song was used in promotional material for a major film. “Previously I felt differently, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best promotion, whether it’s for cars, apparel or video games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.
Titles such as Clone Hero and newer releases have maintained the community alive, with expectations of a new product from the original publisher in development. A new studio has entered production on their first music game. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?
“Our team believed those games could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to persist with new generations.”