It has been 20 years since Guitar Hero hit the market across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who has nailed the epic four-minute guitar solo in front of a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Each riff mimicked particular chords, creating the feel of an authentic live show.
Harmonix previously experimented with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Together, they laid the foundations for a surprising massively profitable franchise which made a remarkable influence for many musicians included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles of licensing the songs – despite the fact initial releases mostly used cover versions.
“We reproduced every song since the cost was so high,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero took off, and record sales and radio play increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Irish blues-rock band the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series brought classic rock back into vogue: “The game offered a larger, younger audience. Typically this had been seen as outdated material, but then once it got featured on the game and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It provided all our music renewed popularity.”
At that time, the band's debut album remained unreleased in the US, so the game was a key medium of discovery for the band as they went on a North American tour opening for AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their studio albums. It moved well over half a million copies upon release, and sales of Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of personalization features. The song is challenging enough on the hardest setting, let alone performed at double speed while hitting a single one of the thousands of cues. They stated requiring nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously completed a successful tour when their hit appeared on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors informing us that our selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
In fact, the band's visibility via the game proved so vast that it has risked overshadow all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy from the Iconic Controller
Top-tier promotion, whether it’s for automobiles, apparel or games, goes further mere transactions – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.
Titles such as Clone Hero and newer releases have kept the community alive, and there’s set to be a new product from the founders on the way. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace another game following Guitar Hero?
“Our team believed those games might become like Madden where you can releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”