Marking 20 years since the legendary game first launched across the Atlantic, providing players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed the epic lengthy guitar solo before an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen synchronized to a song. Each riff corresponded to specific notes, producing the sensation of a genuine live show.
Harmonix had already experimented in the music genre prior to teaming up with the publisher, which was acquired by Activision in 2006. Collaboratively, they established the foundations for an unlikely massively profitable franchise which made a significant impact on numerous musicians featured, introducing classic groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the songs – even though the first two games mostly used cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game became a hit, album purchases and radio play increased, all artists desired to be in.”
He continues: “One of the amazing things was how many parents reached out and thanked us for introducing their kids to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “The game provided a bigger, younger audience. Typically this had been considered music that was past it, however when it was included in the title young people were finding it, suddenly it was cool. This validated it, and got rid of the outdated tag. It provided our catalog a new life.”
At that time, the band's debut album was still not available stateside, so Guitar Hero was a key medium for exposure for the group during their US tour supporting the rock giants. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It sold more than half a million copies upon release, and sales of Aerosmith’s music rose significantly during an era as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. This track is challenging even in expert mode, let alone performed at double speed and without missing every one of its near 4,000 notes. They claimed requiring months of practice of practice.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you should pick up actual weapons and enlist,” notes musician Herman Li.
The band had already 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 remember the record label informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow everything else accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or video games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to do it”.
Most installments were released over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, aside from a short-lived revival in 2015.
Games such as Clone Hero and newer releases have kept the community active, and there’s expectations of a new product from the original publisher on the way. A new studio has begun production on their first music game. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry following the classic?
“We thought those games could be similar to sports games allowing annual releases,” he remarks. “With abundant new music it could remain evergreen, thus I remain hopeful. There’s no reason why it can’t continue for future fans.”