It has been 20 years since Guitar Hero first launched in North America, offering everyday gamers the tools to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who has nailed the epic four-minute guitar solo before a packed living-room audience.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to the music. Every sequence corresponded to specific notes, producing the feel of a genuine live show.
Harmonix had already tried its hand with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise which made a remarkable influence on numerous of the artists featured, showcasing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales airtime increased, everyone wanted to participate.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch and thanked us for exposing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish group the Answer had their track in the 2008 release the popular installment. Lead musician the artist remembers the way the game brought classic rock to the forefront: “The game provided a bigger, new demographic. Generally such music was seen as outdated material, but then once it got included in the game and teenagers discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
At that time, the Answer’s first record was still not available in the US, so Guitar Hero was a key medium for exposure for the band during their a North American tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the group more money compared to their records. It sold well over half a million units in its first week, while sales of Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero still motivates quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging enough on the hardest setting, not to mention played at double speed while hitting every one of its near 4,000 notes. They claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before their hit appeared in the third game, yet he explains it turned them into a household name. “I remember the record label informing us that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”
In fact, the band's visibility via the game proved so vast that it risked eclipsing everything else the band has done. Recently, the track was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only 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 Impact of a Iconic Controller
Top-tier marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback several years later.
Games like the fan project and newer releases have maintained the scene active, and there’s expectations of a new product from the founders on the way. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are participating in advisory roles. Is the world ready to embrace another game in the spirit of the classic?
“Our team believed those games could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”