It has been 20 years since Guitar Hero hit the market across the Atlantic, providing players everywhere the tools to feel like rock legends. Not in reality, but try telling that someone who's nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Created by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the screen synchronized to the music. Each riff mimicked particular chords, producing the feel of a genuine live show.
The studio had already tried its hand in the music genre prior to teaming up with RedOctane, later purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising massively profitable series that had a significant impact on numerous of the artists featured, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the songs – despite the fact initial releases primarily featured cover versions.
“We reproduced every song since the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game became a hit, album purchases and radio play increased, everyone wanted to be in.”
He continues: “One of the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their kids to the music they adored. It evolved into an intergenerational thing.”
Classic Rock Gains Younger Fans
Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically such music was considered music that was past it, but then when it was included in the title young people were finding it, abruptly it was cool. This validated the genre, eliminating the outdated label. It provided our catalog renewed popularity.”
At that time, the band's first record remained not available stateside, so the game was a key medium for exposure for the band as they went on a North American tour opening for the rock giants. “Their crew were playing the song during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group more money than any of their records. It sold more than 500,000 copies in its first week, and sales of their songs rose of up to 40% at a time when the music business faced decline.
The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics but an array of personalization features. The song is difficult enough on expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you should use actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a successful tour when their hit was featured in the third game, but Li says it made them widely recognized. “I remember the record label informing us that our records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else the band has done. Recently, the track was used in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best marketing, be it for automobiles, apparel or games, goes further mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to enable everyone to do it”.
The majority installments came out over a mere five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.
Games such as Clone Hero and newer releases have maintained the community active, and there’s set to be a new product from the founders in development. A new studio has entered production on their first rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?
“Our team believed such titles might become like Madden where you can update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain hopeful. It's entirely possible for it to continue with new generations.”