It has been two decades since Guitar Hero debuted in North America, offering everyday gamers the means to become rock legends. Not in reality, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s four-minute instrumental break in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the screen in time with the music. Each riff corresponded to particular chords, creating the feel of a genuine performance.
Harmonix previously experimented in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable series which made a significant impact for many of the artists included, introducing classic groups to millions of younger players.
A former executive, former COO of Harmonix, remembers the initial financial challenges in securing the recordings – even though the first two games mostly used cover versions.
“We reproduced every song since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to be in.”
He adds: “One of the remarkable aspects was how many parents got in touch and thanked us for introducing their children to the music they adored. It became a multigenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “The game provided a larger, new demographic. Generally this had been seen as music that was past it, but then when it was featured on the game and teenagers discovered it, abruptly it was cool. That legitimised it, and got rid of the outdated tag. It gave our catalog a new life.”
In 2008, the band's first record was still unreleased in the US, meaning Guitar Hero was a key medium for exposure for the band as they went on US tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their studio albums. It sold more than half a million copies in its first week, and sales of their songs saw an increase significantly at a time as the industry faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. The song is challenging enough on expert mode, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They stated requiring nine months to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” notes musician Herman Li.
DragonForce previously wrapped up a successful tour when their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it risked overshadow all other accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators believed humans have a natural urge to create songs, and they wanted to use technology to enable everyone to participate”.
Most installments came out over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Titles such as Clone Hero and newer releases have kept the community alive, 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 participating as special advisers. Are gamers ready to embrace a new entry following the classic?
“We thought those games could be like Madden where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist for future fans.”