It has been two decades after Guitar Hero first launched across the Atlantic, providing players everywhere the opportunity to feel like rock legends. Not literally, but try convincing someone who's nailed Free Bird’s lengthy instrumental break before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to the music. Each riff corresponded to specific notes, creating the sensation of an authentic performance.
Harmonix had already experimented in the music genre prior to teaming up with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely massively profitable franchise which made a significant influence on numerous musicians included, showcasing classic bands to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he says. “Even with the necessary permissions alone, it proved extremely difficult. We couldn’t get bands like the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game took off, and record sales airtime increased, all artists desired to be in.”
He continues: “One of the remarkable aspects was how many parents reached out expressing gratitude for exposing their kids to the songs they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived classic rock to the forefront: “Guitar Hero offered a larger, new demographic. Generally such music was seen as outdated material, however once it got featured on the title young people were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It provided our catalog a new life.”
In 2008, the band's debut album was still not available stateside, so the game served as a primary platform of discovery for the band as they went on a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the band more money than any of their records. It moved more than half a million copies upon release, and demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved an impressive attempt 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. This track is challenging even in expert mode, let alone performed at double speed while hitting every one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.
“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce previously completed a successful tour when their hit appeared in the third game, but Li says it made them widely recognized. “I recall the record label informing us that our selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it threatened to eclipsing all other accomplishments. Last year, the track was used in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.
The Lasting Legacy of a Iconic Controller
Top-tier marketing, be it for automobiles, apparel or games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star on the stage. From day one, the co-founders felt that there’s an instinctive human desire to make music, and their goal was to use technology to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles such as Clone Hero and newer releases have maintained the community active, with set to be a new product from the original publisher on the way. A new studio has begun work on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed those games might become similar to sports games where you can releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”