It has been 20 years after the legendary game first launched in North America, providing everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.
Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with a song. Each riff corresponded to specific notes, creating the sensation of a genuine live show.
The studio previously experimented with rhythm games before partnering with RedOctane, later purchased by Activision during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise which made a significant influence for many of the artists featured, introducing decades-old bands to millions of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the initial budgetary hurdles in securing the songs – even though initial releases mostly used cover versions.
“We reproduced every song since the cost was so high,” he says. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game became a hit, and record sales and radio play increased, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Guitarist the artist remembers how the series revived classic rock to the forefront: “The game offered a bigger, younger audience. Generally such music was seen as outdated material, however when it was featured on the title young people were finding it, abruptly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the Answer’s first record remained unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for AC/DC. “Their crew had on the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group more money compared to their studio albums. It moved more than half a million units upon release, while demand for Aerosmith’s music saw an increase of up to 40% at a time as the industry faced decline.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. The song is challenging even in the hardest setting, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They stated requiring months of practice of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should use actual weapons and enlist,” says DragonForce guitarist the artist.
The band had already wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall our distributors calling to tell me that our records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other the band has done. Recently, the song 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, that's fine – each person has their own path in music and I'm pleased we played a role of people’s lives”.
The Lasting Legacy from the Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.
Most installments were released over a mere half-decade from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a brief comeback several years later.
Games like Clone Hero and newer releases have kept the scene active, and there’s set to be something from the original publisher in development. Recently formed developers has entered work 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 the classic?
“Our team believed such titles could be like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”