It has been two decades since the legendary game first launched in North America, providing everyday gamers the tools to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to match coloured notes moving along the screen in time with a song. Every sequence corresponded to particular chords, producing the sensation of an authentic live show.
Harmonix previously experimented with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a significant influence for many of the artists included, introducing decades-old groups to a new generation of younger players.
A former executive, former COO from the developer, recalls the early budgetary hurdles of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. But once the game took off, album purchases and radio play were going up, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the songs they loved. It evolved into an intergenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been seen as music that was past it, but then when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”
In 2008, the Answer’s first record was still not available stateside, meaning Guitar Hero was a key medium for exposure for the group during their a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and related stories, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band more money than any of their records. It sold well over half a million copies upon release, while sales of their songs rose of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed fanaticism within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. The song is challenging even in expert mode, not to mention played at double speed and without missing every one of the thousands of cues. They claimed it took months of practice of practice.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and enlist,” notes musician the artist.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors informing us that we were selling albums rapidly,” he says. “It exploded when we next toured, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to overshadow everything else the band has done. Recently, the song was used in a trailer for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
The best marketing, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to allow people to do it”.
Most installments were released in just a half-decade from 2005 to 2010, featuring derivative titles like 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.
Games such as Clone Hero and newer releases have kept the scene active, with expectations of something from the original publisher on the way. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game following Guitar Hero?
“Our team believed those games might become like Madden where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible why it can’t continue for future fans.”