It has been 20 years since Guitar Hero first launched across the Atlantic, providing everyday gamers the opportunity to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's mastered the epic lengthy instrumental break in front of a packed living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to the music. Each riff mimicked particular chords, producing the sensation of a genuine performance.
The studio previously experimented with rhythm games before partnering with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a remarkable impact on numerous of the artists included, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once the game became a hit, 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 expressing gratitude for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band the Answer included their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Generally such music was considered music that was past it, however when it was included in the game young people discovered it, suddenly it was cool. This validated it, eliminating the outdated label. It gave all our music renewed popularity.”
At that time, the Answer’s debut album remained unreleased in the US, meaning Guitar Hero was a key medium of discovery for the group as they went on US tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their records. It moved more than 500,000 copies in its first week, while demand for their songs saw an increase of up to 40% during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. The song is challenging enough on expert mode, not to mention played at increased tempo and without missing every one of the thousands of cues. They stated it took nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” notes musician the artist.
DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label informing us that we were selling albums like crazy,” he says. “It exploded when we next toured, and we performed right ahead of the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing everything else the band has done. Recently, the song 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 one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Games like Clone Hero and newer releases have kept the scene alive, with set to be something from the original publisher in development. A new studio has entered production on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry following the classic?
“We thought those games could be like Madden allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”