It has been 20 years after Guitar Hero hit the market in North America, offering everyday gamers the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match coloured notes moving along the display synchronized to the music. Each riff corresponded to specific notes, creating the feel of a genuine live show.
The studio had already experimented in the music genre prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they laid the groundwork for a surprising massively profitable franchise that had a remarkable influence on numerous musicians included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales airtime increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was how many parents reached out expressing gratitude for introducing their kids to the music they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought older hits back into vogue: “Guitar Hero provided a larger, younger audience. Typically this had been considered music that was past it, but then when it was included in the title and teenagers discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the band's debut album was still unreleased in the US, so the game was a key medium for exposure for the group during their a North American tour opening for AC/DC. “The roadies had on the song during travel, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue compared to their records. It moved more than half a million units in its first week, and demand for their songs saw an increase significantly during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. The song is difficult even in expert mode, let alone played at increased tempo and without missing every one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician Herman Li.
The band previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow everything else accomplishments. Last year, the track was used in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
Top-tier promotion, whether it’s for cars, clothes or games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive urge to create songs, 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 from 2005 to 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback several years later.
Games like Clone Hero and Fortnite Festival have maintained the scene alive, and there’s expectations of something from the founders in development. A new studio has begun work on their first music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed those games could be like Madden allowing annual update every year,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist for future fans.”