It has been 20 years after Guitar Hero first launched across the Atlantic, providing everyday gamers the opportunity to feel like rock legends. Figuratively speaking, but try telling that someone who's mastered the epic lengthy guitar solo before an enthusiastic crowd of friends.
Developed by the developers, 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 an authentic performance.
The studio previously tried its hand in the music genre before partnering with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable series which made a significant influence on numerous musicians included, showcasing classic bands to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, remembers the initial budgetary hurdles in securing the recordings – despite the fact initial releases primarily featured cover versions.
“We rerecorded every song because the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, album purchases airtime were going up, all artists desired to participate.”
He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the songs they adored. It became an intergenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series brought older hits to the forefront: “Guitar Hero provided a larger, new demographic. Typically this had been seen as outdated material, however when it was included in the game and teenagers discovered it, abruptly it was cool. This validated it, eliminating the outdated label. It gave our catalog renewed popularity.”
At that time, the band's first record remained not available in the US, so the game was a key medium for exposure for the band as they went on US tour opening for the rock giants. “The roadies had on the song during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on their music collections and related lore, 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 studio albums. It moved well over 500,000 units in its first week, and sales of their songs rose significantly during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging even in expert mode, not to mention performed at increased tempo while hitting a single one of the thousands of cues. They stated it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says musician the artist.
DragonForce previously completed a profitable run before their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing all other accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – each person has their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Impact of a Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Titles such as the fan project and newer releases have kept the community active, with set to be a new product from the founders on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace another game following the classic?
“Our team believed those games might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”