Marking two decades since Guitar Hero hit the market across the Atlantic, giving players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy guitar solo before a packed living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues moving along the display synchronized to the music. Every sequence mimicked particular chords, producing the sensation of a genuine live show.
Harmonix previously tried its hand with rhythm games before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising billion-dollar series that had a remarkable impact for many of the artists included, introducing classic groups to a new generation of younger players.
A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the cost prohibitive,” he says. “Even with the publishing rights alone, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when the game became a hit, and record sales and radio play were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their kids to the music they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game revived classic rock to the forefront: “The game provided a bigger, younger audience. Typically such music was considered music that was past it, but then once it got featured on the game young people discovered it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It gave all our music renewed popularity.”
In 2008, the Answer’s first record was still unreleased stateside, meaning the game served as a primary platform of discovery for the group as they went on a North American 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,” Mahon says.
Major Band Titles and Lasting Influence
Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It moved more than half a million units in its first week, and demand for their songs saw an increase of up to 40% during an era when the music business faced decline.
Guitar Hero still motivates quick-handed dedication among its fans. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. The song is difficult even in expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed requiring months of practice to accomplish.
“Guitar Hero 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 the artist.
The band had already completed a profitable run when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it has risked overshadow everything else accomplishments. Recently, the track was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games were released in just a five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Games such as Clone Hero and newer releases have kept the community active, with expectations of something from the original publisher in development. A new studio has begun work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. There’s no reason for it to continue for future fans.”