Marking two decades after Guitar Hero first launched in North America, providing players everywhere the tools to become rock legends. Not literally, but try telling that someone who has nailed the epic four-minute instrumental break before a packed crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to follow coloured notes moving along the display synchronized to the music. Every sequence corresponded to particular chords, creating the sensation of an authentic performance.
Harmonix previously experimented with rhythm games before partnering with RedOctane, later acquired by Activision in 2006. Together, they established the foundations for an unlikely massively profitable franchise which made a significant impact for many musicians included, introducing classic bands to a new generation of younger players.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – even though the first two games primarily featured cover versions.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure bands like the Who – 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 and radio play were going up, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their kids to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act had their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Typically such music was considered music that was past it, but then when it was featured on the title young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the band's first record remained not available stateside, meaning Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for AC/DC. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band more money than any of their records. It moved more than half a million copies upon release, and sales of Aerosmith’s music saw an increase of up to 40% during an era as the industry faced decline.
The series still motivates nimble-fingered fanaticism within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. The song is challenging even in expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. They stated requiring nine months to accomplish.
“The game offers a, imaginary experience. Just as with other games, it doesn't imply you ought to use actual weapons and go to war,” says musician the artist.
DragonForce previously completed a profitable run when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I remember the record label calling to tell me that we were selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game was so immense that it has risked eclipsing everything else the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best promotion, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators felt that humans have a natural urge to make music, and their goal was to use technology to allow people to participate”.
Most installments came out over a mere half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Titles like Clone Hero and Fortnite Festival have kept the scene alive, and there’s set to be a new product from the original publisher on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are participating in advisory roles. Are gamers ready to embrace a new entry in the spirit of Guitar Hero?
“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”