It has been 20 years since Guitar Hero first launched across the Atlantic, providing players everywhere the tools to become a rock star. Figuratively speaking, but try telling that someone who has nailed the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Each riff corresponded to specific notes, creating the sensation of a genuine performance.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable influence on numerous of the artists included, introducing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he explains. “Even with the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game took off, and record sales airtime increased, everyone wanted to be in.”
He adds: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the songs they adored. It evolved into a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been considered outdated material, but then when it was featured on the title and teenagers were finding it, suddenly it became trendy. This validated it, and got rid of the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still unreleased stateside, meaning the game served as a primary platform for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Major Band Titles and Lasting Impact
Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group greater revenue than any of their studio albums. It moved more than half a million copies in its first week, and sales of their songs saw an increase significantly during an era as the industry faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is difficult even in expert mode, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They stated requiring nine months of practice.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run when their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it threatened to overshadow everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders believed there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to participate”.
Most installments were released in just a five-year period between 2005 and 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.
Games like Clone Hero and newer releases have maintained the community alive, and there’s expectations of something from the founders in development. Recently formed developers has entered production on their first music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game following the classic?
“Our team believed those games could be similar to sports games where you can update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”