It has been two decades after the legendary game first launched across the Atlantic, offering players everywhere the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered the epic lengthy guitar solo before a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the display synchronized to the music. Each riff mimicked specific notes, producing the sensation of an authentic live show.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar franchise that had a significant impact for many musicians featured, showcasing decades-old bands to millions of younger players.
A former executive, former COO from the developer, remembers the early budgetary hurdles of licensing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to participate.”
He continues: “Among the remarkable aspects was the number of parents got in touch and thanked us for exposing their kids to the songs they loved. It became a multigenerational thing.”
Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series brought older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Typically such music was considered music that was past it, but then when it was featured on the game young people discovered it, suddenly it was cool. This validated the genre, eliminating the outdated label. It provided all our music a new life.”
At that time, the Answer’s debut album remained not available stateside, meaning the game was a key medium of discovery for the band as they went on US tour opening for the rock giants. “The roadies were playing the song during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It moved more than half a million units in its first week, while demand for their songs rose of up to 40% during an era when the music business faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. The song is difficult enough on expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use a real gun and enlist,” says musician the artist.
DragonForce previously completed a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors informing us that our selling albums rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the song featured in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only 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 best promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the co-founders believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most installments were released over a mere half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, except for a short-lived revival in 2015.
Titles like Clone Hero and newer releases have maintained the community active, and there’s expectations of a new product from the founders on the way. A new studio has entered production on its debut music game. The initial creators are both involved as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“We thought those games might become similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”
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