It has been two decades after Guitar Hero first launched across the Atlantic, giving players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered the epic four-minute guitar solo in front of a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues moving along the screen in time with a song. Every sequence corresponded to particular chords, creating the feel of an authentic performance.
The studio previously experimented with rhythm games prior to teaming up with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise which made a significant influence for many of the artists featured, introducing classic bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song because the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero took off, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “One of the amazing things was how many mothers and fathers reached out and thanked us for exposing their kids to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers the way the game brought older hits back into vogue: “The game offered a larger, new demographic. Typically such music was seen as outdated material, but then when it was featured on the title young people discovered it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It gave our catalog a new life.”
In 2008, the Answer’s debut album remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the band during their US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles that focused on their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the group more money than any of their studio albums. It sold well over 500,000 copies upon release, and sales of Aerosmith’s music saw an increase significantly at a time as the industry faced decline.
The series still motivates nimble-fingered dedication within the community. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. This track is difficult enough on expert mode, let alone played at double speed and without missing every one of the thousands of cues. The streamer stated requiring months of practice to accomplish.
“The game offers a, fantasy thing. If you play other games, it doesn't imply you ought to pick up actual weapons and go to war,” notes musician the artist.
The band had already wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it has risked overshadow everything else accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.
Enduring Legacy of a Plastic Guitar
The best marketing, be it for automobiles, apparel or video games, goes further than selling something – it inspires a longing. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of being a rock star on the stage. Since the beginning, the creators believed humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Games such as Clone Hero and newer releases have maintained the scene alive, with expectations of a new product from the original publisher on the way. A new studio has begun production on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“We thought those games could be like Madden where you can releases,” Dornbrook says. “There’s so much new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”