Marking 20 years since Guitar Hero hit the market in North America, giving everyday gamers the tools to become a rock star. Figuratively speaking, but try telling that someone who's nailed the epic lengthy instrumental break in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the display synchronized to the music. Every sequence corresponded to particular chords, creating the sensation of an authentic live show.
The studio had already tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise that had a remarkable influence on numerous musicians included, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, album purchases airtime increased, all artists desired to participate.”
He adds: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group one featured act had their track in the 2008 release the popular installment. Guitarist the artist recalls the way the game revived classic rock to the forefront: “The game provided a larger, new demographic. Generally such music was seen as music that was past it, but then when it was featured on the title young people were finding it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the band's debut album was still not available stateside, so the game was a key medium for exposure for the band as they went on US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several knew us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their studio albums. It sold well over half a million copies in its first week, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of personalization features. This track is challenging even in the hardest setting, let alone performed at increased tempo and without missing a single one of the thousands of cues. They stated requiring nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should use actual weapons and enlist,” notes musician Herman Li.
The band had already wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors calling to tell me that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing everything else the band has done. Last year, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, that's fine – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
The best marketing, whether it’s for cars, apparel or games, goes further than selling something – 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 music icon on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to do it”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the scene alive, with expectations of a new product from the founders in development. A new studio has entered work on its debut music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of Guitar Hero?
“We thought such titles might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”