It has been two decades after Guitar Hero debuted in North America, offering everyday gamers the opportunity to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who has mastered the epic lengthy instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display in time with the music. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by Activision in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable series which made a remarkable impact for many musicians featured, showcasing decades-old groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced all the music since the cost was so high,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their children to the music they loved. It evolved into an intergenerational thing.”
Timeless Music Gains Younger Fans
Irish blues-rock band one featured act had their track on the 2008 game the popular installment. Guitarist the artist remembers the way the game brought classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as music that was past it, however once it got included in the title young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the outdated label. It gave all our music renewed popularity.”
In 2008, the band's debut album remained not available in the US, so Guitar Hero was a key medium for exposure for the band as they went on US tour opening for the rock giants. “The roadies were playing the song during travel, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band more money compared to their studio albums. It moved more than 500,000 units in its first week, while sales of their songs saw an increase of up to 40% during an era when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication among its fans. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. This track is challenging enough on expert mode, let alone played at increased tempo and without missing a single one of the thousands of cues. They claimed requiring months of practice of practice.
“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should pick up a real gun and enlist,” says DragonForce guitarist the artist.
The band had already completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label calling to tell me that our records were moving like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it has threatened to overshadow everything else the band has done. Last year, the track featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.
Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments 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 expectations of a new product from the original publisher on the way. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?
“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”