It has been 20 years after the legendary game first launched across the Atlantic, offering everyday gamers the tools to feel like a rock star. Figuratively speaking, but try 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. Every sequence mimicked specific notes, creating the sensation of an authentic live show.
The studio had already tried its hand in the music genre before partnering with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely billion-dollar franchise which made a significant impact on numerous of the artists included, introducing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the songs – even though initial releases mostly used cover versions.
“We reproduced every song since the cost prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when the game took off, and record sales airtime were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their children to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a bigger, younger audience. Generally such music was seen as outdated material, however once it got featured on the game young people were finding it, suddenly it was cool. This validated it, eliminating the outdated tag. It provided our catalog renewed popularity.”
At that time, the band's debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group more money than any of their records. It sold well over 500,000 units upon release, while demand for their songs saw an increase of up to 40% at a time as the industry faced decline.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is difficult even in the hardest setting, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” notes musician the artist.
DragonForce had already completed a profitable run before their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before top acts at the event.”
In fact, the band's visibility via the game was so immense that it risked eclipsing everything else the band has done. Last year, the track was used in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, 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 Iconic Controller
The best marketing, be it for automobiles, clothes or video games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out in just a five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback in 2015.
Titles such as the fan project and Fortnite Festival have kept the community active, with expectations of a new product from the original publisher in development. Recently formed developers has entered production on their first rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed those games might become like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”