Marking two decades since Guitar Hero first launched across the Atlantic, giving players everywhere the means to feel like a rock star. Figuratively speaking, but try convincing anyone who's mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.
Harmonix had already tried its hand in the music genre prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar franchise that had a significant influence for many musicians featured, showcasing classic bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero took off, and record sales and radio play increased, all artists desired to participate.”
He continues: “Among the remarkable aspects was the number of parents reached out expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Generally this had been considered music that was past it, however once it got featured on the title young people discovered it, abruptly it was cool. That legitimised the genre, and got rid of the outdated label. It gave our catalog a new life.”
At that time, the band's first record was still not available in the US, meaning Guitar Hero was a key medium for exposure for the group during their a North American tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their records. It moved well over 500,000 copies upon release, and demand for their songs saw an increase significantly during an era when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. This track is challenging enough on expert mode, not to mention performed at double speed and without missing a single one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you ought to use actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label calling to tell me that we were records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has risked overshadow all other accomplishments. Recently, the song was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
Top-tier marketing, be it for automobiles, clothes or games, goes further mere transactions – it inspires a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
The majority installments came out in just a half-decade between 2005 and 2010, featuring spin-offs like DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Titles such as the fan project and Fortnite Festival have kept the scene active, with expectations of something from the founders in development. A new studio has entered work on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought those games could be like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible for it to continue with new generations.”