It has been 20 years after Guitar Hero hit the market across the Atlantic, giving everyday gamers the tools to become a rock star. Not in reality, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the display synchronized to the music. Every sequence mimicked specific notes, creating the feel of a genuine live show.
Harmonix had already experimented in the music genre before partnering with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a remarkable impact on numerous musicians included, introducing classic groups to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact initial releases mostly used cover versions.
“We reproduced all the music because the cost was so high,” he explains. “Even with the necessary permissions alone, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane 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 be in.”
He continues: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the music they loved. It evolved into an intergenerational thing.”
Classic Rock Finds a New Audience
Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series brought classic rock to the forefront: “The game offered a bigger, younger audience. Generally such music was seen as music that was past it, however once it got included in the title and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the outdated label. It provided all our music a new life.”
At that time, the band's first record remained unreleased stateside, meaning Guitar Hero was a key medium for exposure for the band during their US tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and associated stories, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the group more money compared to their studio albums. It moved well over 500,000 units in its first week, and sales of their songs rose significantly at a time when the music business faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay but an array of personalization features. This track is difficult enough on expert mode, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer claimed it took nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you ought to use a real gun and enlist,” notes musician the artist.
The band previously completed a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label informing us that our records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other the band has done. Recently, the song was used in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
Top-tier marketing, whether it’s for cars, apparel or games, goes further than selling something – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to do it”.
The majority installments came out in just a half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, aside from a brief comeback in 2015.
Games like the fan project and newer releases have kept the scene alive, with set to be something from the founders in development. Recently formed developers has entered production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry following the classic?
“We thought those games might become like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”