Marking 20 years since Guitar Hero hit the market across the Atlantic, providing everyday gamers the means to feel like a rock star. Not in reality, but try convincing anyone who has nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Created by the developers, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to the music. Every sequence mimicked particular chords, creating the feel of an authentic live show.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise that had a significant influence on numerous musicians included, introducing decades-old groups to a new generation of younger players.
A former executive, former COO from the developer, remembers the early financial challenges in securing the songs – despite the fact 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 publishing rights alone, it proved extremely difficult. We couldn’t get acts such as the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when the game took off, album purchases and radio play increased, all artists desired to participate.”
He adds: “Among the amazing things was how many parents got in touch expressing gratitude for introducing their children to the songs they adored. It became an intergenerational thing.”
Timeless Music Finds a New Audience
Northern Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought older hits to the forefront: “The game provided a bigger, new demographic. Generally this had been considered music that was past it, but then once it got featured on the game and teenagers discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
In 2008, the Answer’s first record was still not available stateside, meaning Guitar Hero served as a primary platform for exposure for the band during their US tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on their music collections and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group more money compared to their records. It sold more than half a million units in its first week, and sales of their songs rose significantly during an era as the industry faced decline.
Guitar Hero still motivates quick-handed fanaticism within the community. Recently, a streamer achieved 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 mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. They claimed it took nine months of practice.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says musician the artist.
The band previously wrapped up a successful tour when their hit appeared in the third game, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it has risked overshadow everything else accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.
Most installments were released over a mere half-decade between 2005 and 2010, including spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a short-lived revival several years later.
Titles such as Clone Hero and newer releases have maintained the scene alive, and there’s expectations of something from the founders on the way. Recently formed developers has entered production on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game in the spirit of Guitar Hero?
“We thought those games could be like Madden where you can update every year,” he remarks. “There’s so much new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to persist with new generations.”