Marking 20 years after Guitar Hero first launched across the Atlantic, providing everyday gamers the opportunity to feel like rock legends. Not literally, but try telling that someone who has mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to the music. Each riff corresponded to particular chords, creating the feel of a genuine performance.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Together, they established the groundwork for a surprising massively profitable franchise which made a significant influence on numerous musicians included, showcasing classic bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced every song since the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, and record sales airtime increased, all artists desired to be in.”
He adds: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the music they adored. It became an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish group one featured act had their track on the 2008 game the popular installment. Guitarist the artist remembers the way the game brought classic rock back into vogue: “The game provided a bigger, younger audience. Typically such music was considered outdated material, however once it got included in the game young people discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated label. It gave our catalog a new life.”
In 2008, the Answer’s first record was still unreleased stateside, meaning the game served as a primary platform of discovery for the group during their a North American tour opening for the rock giants. “Their crew were playing Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their records. It moved well over 500,000 units in its first week, and sales of Aerosmith’s music saw an increase significantly at a time as the industry was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. The song is challenging enough on expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. The streamer stated it took nine months to accomplish.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.
The band had already wrapped up a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall the record label calling to tell me that our selling albums rapidly,” he says. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing all other accomplishments. Recently, the song was used in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Plastic Guitar
The best promotion, be it for automobiles, clothes or games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to do it”.
Most installments came out over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.
Titles like the fan project and newer releases have maintained the community active, with expectations of something from the founders on the way. A new studio has begun production on their first music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game following Guitar Hero?
“We thought such titles might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain optimistic. There’s no reason for it to persist for future fans.”