It has been two decades after Guitar Hero first launched in North America, providing players everywhere the means to become rock legends. Figuratively speaking, but try convincing someone who has mastered Free Bird’s four-minute instrumental break 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 in time with a song. Each riff mimicked specific notes, creating the sensation of a genuine live show.
The studio had already experimented in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar series that had a significant influence on numerous of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. But once the game became a hit, album purchases and radio play were going up, all artists desired to be in.”
He adds: “One of the amazing things was how many parents reached out and thanked us for introducing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish blues-rock band one featured act had Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls the way the game brought older hits to the forefront: “The game offered a larger, younger audience. Typically this had been seen as music that was past it, however when it was featured on the game and teenagers discovered it, suddenly it was cool. This validated the genre, eliminating the outdated label. It gave all our music a new life.”
At that time, the Answer’s debut album was still unreleased stateside, so the game served as a primary platform for exposure for the band during their US tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Impact
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and related stories, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the band more money compared to their studio albums. It moved more than 500,000 units in its first week, and demand for Aerosmith’s music saw an increase significantly during an era as the industry faced decline.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging enough on the hardest setting, let alone played at increased tempo while hitting a single one of the thousands of cues. They claimed requiring months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it threatened to overshadow all other accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
Enduring Impact from the Iconic Controller
The best promotion, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including spin-offs like the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.
Games like the fan project and newer releases have maintained the scene active, with set to be something from the original publisher on the way. Recently formed developers has entered production on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed such titles might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”