It has been two decades since Guitar Hero hit the market in North America, offering everyday gamers the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing anyone who's mastered the epic four-minute guitar solo before an enthusiastic living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the display synchronized to a song. Every sequence corresponded to particular chords, producing the feel of an authentic live show.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise that had a remarkable influence for many of the artists featured, introducing decades-old bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to participate.”
He adds: “Among the amazing things was the number of parents got in touch expressing gratitude for exposing their children to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Irish group one featured act included their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “The game offered a bigger, new demographic. Generally such music was seen as outdated material, but then when it was featured on the title and teenagers were finding it, abruptly it became trendy. This validated the genre, and got rid of the outdated label. It provided all our music renewed popularity.”
In 2008, the band's debut album was still unreleased in the US, so the game served as a primary platform for exposure for the group as they went on US tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and related stories, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band more money than any of their studio albums. It sold more than half a million units upon release, while sales of Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is difficult even in the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They stated requiring months of practice of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it has risked overshadow all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best marketing, whether it’s for cars, clothes or video games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators believed humans have a natural human desire to make music, and their goal was to leverage innovation to enable everyone to participate”.
Most installments came out in just a half-decade from 2005 to 2010, featuring spin-offs like the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have kept the community active, with expectations of a new product from the founders on the way. Recently formed developers has begun work on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world ready to embrace another game following Guitar Hero?
“Our team believed such titles might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”