It has been 20 years after Guitar Hero first launched in North America, offering players everywhere the means to become rock legends. Figuratively speaking, but try telling that someone who has mastered the epic four-minute guitar solo before a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with the music. Each riff corresponded to particular chords, creating the feel of a genuine performance.
Harmonix previously experimented with rhythm games before partnering with RedOctane, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for an unlikely billion-dollar franchise which made a remarkable impact for many musicians featured, showcasing classic groups to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial budgetary hurdles in securing the recordings – despite the fact initial releases mostly used rerecorded tracks.
“We reproduced every song because the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when the game became a hit, album purchases airtime were going up, all artists desired to be in.”
He continues: “One of the amazing things was how many parents got in touch and thanked us for exposing their kids to the music they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group the Answer had Never Too Late on the 2008 game the popular installment. Lead musician the artist recalls how the series revived older hits back into vogue: “The game provided a bigger, younger audience. Typically such music was seen as music that was past it, but then once it got included in the title and teenagers discovered it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
At that time, the Answer’s debut album was still unreleased in the US, meaning Guitar Hero was a key medium of discovery for the band during their US tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.
Major Band Titles Enduring Influence
Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band more money than any of their studio albums. It moved well over 500,000 units in its first week, and demand for Aerosmith’s music rose significantly at a time when the music business faced decline.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay but an array of personalization features. This track is difficult even in expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed requiring months of practice of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should use a real gun and go to war,” says musician Herman Li.
The band previously completed a successful tour when Through the Fire and Flames appeared in the third game, but Li says it turned them into a household name. “I remember the record label calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it threatened to eclipsing everything else the band has done. Recently, the track featured in a trailer for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or video games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.
Games like the fan project and newer releases have maintained the scene alive, and there’s set to be a new product from the original publisher in development. A new studio has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome another game following Guitar Hero?
“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”