Marking 20 years after Guitar Hero first launched in North America, offering everyday gamers the opportunity to become a rock star. Not in reality, though you'd be hard-pressed convincing someone who has nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to the music. Each riff mimicked particular chords, producing the sensation of a genuine live show.
Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for an unlikely massively profitable franchise which made a remarkable influence on numerous musicians included, introducing classic bands to millions of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the early budgetary hurdles in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded every song since the dollar figure was so high,” he says. “Even with the publishing rights alone, it proved extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when Guitar Hero took off, album purchases airtime increased, all artists desired to participate.”
He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their children to the music they adored. It became an intergenerational thing.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band the Answer included their track in the 2008 release the popular installment. Guitarist the artist recalls how the series brought classic rock back into vogue: “The game offered a bigger, new demographic. Generally this had been seen as outdated material, but then once it got included in the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, and got rid of the outdated tag. It provided our catalog renewed popularity.”
At that time, the band's first record was still unreleased stateside, so Guitar Hero served as a primary platform of discovery for the band as they went on a North American tour supporting AC/DC. “The roadies were playing the song during travel, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It moved well over 500,000 copies in its first week, while demand for their songs rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. This track is challenging even in expert mode, let alone played at double speed and without missing every one of its near 4,000 notes. They stated it took nine months of practice.
“The game is a fun, imaginary experience. Just as with other games, it doesn't imply you should pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band had already completed a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors informing us that our selling albums rapidly,” he says. “It exploded when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the song was used in promotional material for a major film. “In the past I felt differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best promotion, whether it’s for automobiles, apparel or games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to do it”.
Most installments were released over a mere half-decade from 2005 to 2010, including derivative titles like DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a brief comeback several years later.
Games like Clone Hero and newer releases have kept the scene alive, and there’s set to be a new product from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“Our team believed such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason for it to persist with new generations.”