Marking two decades since Guitar Hero debuted in North America, giving everyday gamers the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who's nailed Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to a song. Each riff corresponded to particular chords, creating the feel of a genuine performance.
Harmonix had already experimented with rhythm games prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable series that had a remarkable influence on numerous of the artists featured, showcasing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the recordings – despite the fact the first two games mostly used cover versions.
“We rerecorded all the music because the dollar figure was so high,” he says. “Even with the publishing rights alone, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game became a hit, and record sales airtime increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the songs they adored. It evolved into an intergenerational thing.”
Timeless Music Finds a New Audience
Irish group the Answer had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game revived classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Typically this had been considered music that was past it, however when it was featured on the title and teenagers discovered it, abruptly it became trendy. This validated it, and got rid of the outdated tag. It provided all our music a new life.”
In 2008, the band's first record was still not available stateside, so Guitar Hero served as a primary platform of discovery for the band during their US tour supporting AC/DC. “Their crew were playing the song during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Rock’s biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their studio albums. It moved more than half a million units upon release, and demand for Aerosmith’s music rose of up to 40% during an era when the music business faced decline.
The series continues to inspire quick-handed dedication among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. The song is challenging enough on expert mode, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. They claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes musician the artist.
DragonForce previously completed a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it turned them into widely recognized. “I recall the record label informing us that we were records were moving like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing all other the band has done. Recently, the song featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact from the Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to participate”.
Most installments were released over a mere half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Titles such as the fan project and newer releases have maintained the scene active, and there’s expectations of something from the founders on the way. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?
“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t continue for future fans.”