Marking 20 years since Guitar Hero hit the market in North America, giving everyday gamers the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered the epic four-minute instrumental break before a packed living-room audience.
Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Every sequence corresponded to specific notes, producing the feel of a genuine live show.
Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely billion-dollar franchise that had a significant impact on numerous musicians featured, showcasing classic groups to a new generation of younger players.
A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.
“We rerecorded every song since the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when the game became a hit, and record sales airtime increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits to the forefront: “The game offered a larger, younger audience. Generally this had been considered music that was past it, however once it got included in the game young people were finding it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the band's first record was still unreleased in the US, meaning the game served as a primary platform of discovery for the band during their a North American tour supporting AC/DC. “The roadies were playing the song during travel, and several knew us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group more money than any of their records. It sold well over half a million units upon release, while sales of Aerosmith’s music saw an increase significantly during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – 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 difficult enough on the hardest setting, let alone performed at double speed and without missing a single one of its near 4,000 notes. They claimed it took nine months of practice.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label informing us that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked overshadow all other accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best marketing, whether it’s for automobiles, apparel or games, goes further mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the creators felt that humans have a natural human desire to create songs, and they wanted to use technology to allow people to do it”.
Most installments were released in just a half-decade from 2005 to 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Games like the fan project and Fortnite Festival have kept the scene active, with expectations of a new product from the founders on the way. A new studio has begun work on their first music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“Our team believed such titles might become like Madden allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason for it to persist for future fans.”